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ISSUE 181 | August 2010

A D ungeons & D rag ons ® Roleplaying Ga me Supplement


Co n t e n t s

3 Editorial
4 The Vault of Darom Madar 65 The Shrine of the Sea Demon
By Steve Winter
By Aeryn “Blackdirge” Rudel By Richard L. Baker Nothing is quite as important as a quality DM to the
success of your campaign ... or to this hobby in general.
House Madar was wiped out generations ago by The sea demon’s shrine isn’t underwater ... yet.
its commercial rivals. It didn’t go down without a But watch out when the tide comes in, because it
fight, however, and its wealth was never recovered. comes in fast. An encounter site for characters of 87 Save My Ga me
Legend holds that it’s entombed somewhere in the any level. By Stephen Radney-MacFarland
Tablelands. A Dungeons & Dragons adventure Stephen offers valuable tips and advice that can help keep
for 1st-level characters. your campaign running smoothly.
70 Eye on Dark Sun
By Rodney Thompson 91 Dungeoncr af t
38 Hero’s Bat tle: Elminster By James Wyatt
The dune trader Mar Juk-Adan has a reputation for
By Chris Sims providing whatever you desire, no matter what it is The Aquela campaign is progressing smoothly. Here are
the latest developments.
Elminster has been driven mad by the spellplague and where--or when--it comes from.
and the death of his beloved Simbul, and in
his rage and anguish, he’s laying waste to the
countryside. Someone needs to stop him, but it 74 Eye on the Realms
won’t be easy. A dangerous encounter for high By Ed Greenwood
paragon or low epic characters.
The circle of fangs is an enigmatic magic device
of unknown origin. Its purpose is clear, but who
43 Chaos Scar: made it?
The Sl aver’s Stone
On the Cover
By Robert J. Schwalb 77 E xplore Taer Lian Doresh Illustration by Daarken
Rescuers are hot on the trail of villagers who By Jeff LaSala
have been abducted by slavers when a horrible Taer Lian Doresh is a city out of myths where
choice is forced on them. “The Slaver’s Stone” is a ancient minds contemplate revenge against the
Dungeons & Dragons adventure for 5th-level world outside, hope is leached away by fear, and
characters. nightmares are clothed in f lesh.

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Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
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edit o rial
181
Du ngeon

Editor-in-Chief
A u g u s t 2 010

Steve Winter
Treasure a Good DM
Senior Art Director Jon Schindehette

Web Production Bart Carroll


The Dungeon Master makes or breaks a campaign. That’s why it behooves every top-notch DM out there—
Contributing Authors Richard Baker, I don’t think that’s a shocking statement. The DM isn’t and you know who you are, even if you’re too modest and
Ed Greenwood, Jeff LaSala, the only factor, of course, in whether a campaign succeeds self-effacing to admit it openly—to act as mentors to those
Stephen ­Radney-MacFarland, and is enjoyable for everyone involved. Anyone, DM or players who show the knack. Don’t assume that anyone
Aeryn “Blackdirge” Rudel, Robert players, can ruin a campaign by being rude, inattentive, can just pick this up because it comes naturally to you.
J. Schwalb, Chris Sims, Rodney disruptive, or by not showing up. Players by themselves, 4E encourages DMs to apportion some of the campaign
Thompson however, can’t make a campaign excellent. They can and management duties among players. That’s a good idea not
must contribute, but when the dice truly hit the table, just because it lightens the DM’s load but because it lets
Developers Jeremy Crawford,
excellence is in the hands of the DM. No matter how good players dip their toes into the DM’s pool. What better way
Stephen Schubert, Greg Bilsland
a team of players might be, it can’t cover for a weak DM, is there to learn the skills of a DM than by picking them
Editor Miranda Horner but a strong DM is a leader who can make up for and over- up one at a time? Some possibilities include:
Cover Artist come a few weak players.
Daarken F If a player has a deft hand at keeping track of the party’s
It’s no surprise that a lot of DMs don’t cut the mustard.
Contributing Artists travels and escapades, put him in charge of recording
Alexey Aparin, Eric Belisle, Chris Some were thrust into the position because no one else
the world’s history, or even of creating some of it.
Burdett, William O’Connor, wanted it or because they owned the rules. Some are too
F If a player has a knack for coming up with interesting
Craig J. Spearing young and immature (or just immature). The really bad
characters, arrange some scenes where her character
ones are power trippers, control freaks, pedants, bores, pas-
Cartographers Sean Macdonald, isn’t present so she can take over the role of a few NPCs
sive-aggressive backbiters, or possibly worst of all, bullies.
Mike Schley encountered in the street, a shop, or a tavern.
They all want to be excellent DMs, I’m sure. The
Publishing Production F If a player is an excellent tactician, find an opportunity
Angelika Lokotz, Erin Dorries, fact is, it’s a hard job. DMing demands writing exciting
Specialists to let him take charge of some of the monsters in a fight,
Christopher Tardiff adventures, handling multiple NPC roles, staging adrena-
either because his character is somewhere else or (less
Web Development
line-pumping fight scenes, keeping everything organized,
Mark A. Jindra fortuitously) KO’d or dying.
and managing players’ personalities. Lots of people can do
Executive Producer, F If a player is a talented storyteller, encourage her to try
those things. The trick is finding the person who can do all
D&D Insider designing an adventure, or just outlining one. The short
Christopher Perkins of them, at the same time. It’s a bit like finding someone
delve format is ideal for this. If the adventure is good,
Director of RPG R&D who can paint pictures, fix cars, cook, and throw a football.
Bill Slavicsek run it for the group—or take a night off from behind the
If you’ve played with a really sterling DM, you know
screen and let this player run it.
that it’s a tough act to follow. They set the bar high, and
Special Thanks that in itself is imposing. Who wants to take the chair Every DM’s ideal should be to graduate at least one
behind the screen after the world’s best DM vacates it? person, if not more, from the rank of player to Dungeon
Richard Baker, Michele Carter, Jennifer Clarke Wilkes, Bruce R.
We like to think that every DUNGEONS & DRAG- Master. If you were lucky, someone showed you the way.
Cordell, Peter Lee, Mike Mearls, Kim Mohan, Cal Moore, Stephen
Schubert, Matthew Sernett, Rodney Thompson, James Wyatt
ONS player is an up-and-coming DM. They learn from The time to pass on the favor is always now.
and emulate the DMs they play under. Sadly, it’s easy to
emulate a bad DM and pick up all of his or her regrettable
techniques; anyone can learn to do something poorly. The
opposite is not true; observing an excellent DM will not,
by itself, make you one.
A Dark Sun adventure for
five 1st-level characters that
takes place in the searing
Tablelands of Athas and
challenges the characters to
find an ancient treasure lost
in this vast desert.

However, the characters are


not alone in seeking the
long-lost fortune!

the
Vault of
Darom Madar
By Aeryn “Blackdirge” Rudel
illustration by Daarken and Eric Belisle
TM & © 2010 Wizards of the Coast LLC All rights reserved.

A u g u s t 2 010 | D u n g e o n 181
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The Vault of Darom Madar

The Vault of Darom Madar is a Dark Sun adventure for Determined to control the livestock trade abso- The adventure begins in Altaruk. After success-
five 1st-level characters. It takes place in the Table- lutely, House Tsalaxa used a large portion of its fully retrieving the valuable cargo for Rhotan Vor,
lands beyond the alluvial sand wastes. The adventure considerable wealth to hire skilled assassins. House head of the Wavir tradepost in Altaruk, the char-
challenges the characters to find an ancient treasure Madar was completely unprepared for such aggres- acters are given the opportunity to search for the
lost somewhere in the vast desert. The characters, sion, and by the time it managed to organize even a lost treasure of House Madar. The scant clues of the
however, are not the only group seeking to uncover semblance of defense, half their number had been treasure’s location point to the Canyon of Guthay, a
the long-lost fortune, so the heroes must not only find methodically exterminated. By destroying House massive rift on the edge of the Great Alluvial Sand
the treasure but return safely with it to the gates of Madar, Virinus Tsalaxa eliminated his sole competi- Wastes. More clues to the treasure’s whereabouts and
Tyr. The Vault of Darom Madar provides enough experi- tion in the livestock trade. He hoped to go beyond information about the canyon can be found at Silver
ence to take characters to 3rd level at the adventure’s that and gain control of House Madar’s considerable Spring but must be pried from the tight-lipped elves
conclusion. wealth. who guard that place. The trek to Silver Springs takes
Even though Darom Madar could not prevent Viri- the characters across the Tablelands and pits them
Background nus from accomplishing his first goal, the leader of against the desert’s many dangers, including a band
House Madar was dead set on preventing his villain- of mysterious assassins far more determined than
There is bitter and often bloody rivalry between the ous rival from accomplishing the second. simple desert raiders.
great merchant houses plying their trades within the Mobilizing what remained of his house, Darom The second part of the adventure sends the
vast city states of the Tyr region. The often unscru- Madar had every bit of material wealth taken from characters into the Canyon of Guthay armed with
pulous members of these hereditary merchant the Madar Estate and hidden in a deep vault in the information from the elves or only their own brav-
consortiums sell anything and everything from food, Canyon of Guthay. Soon after, Tsalaxa assassins ery. The Canyon of Guthay is a dark and forlorn
water, and other survival essentials to humanoid killed Darom Madar and everyone else of his house, place riddled with shallow, monster-infested caverns
slaves fit for serving in a noble estate or fighting and and his line ended. Knowledge of the secret treasure which hold many dangers for the characters. One of
dying in the arena. vault’s location in the Canyon of Guthay died with Guthay’s caverns holds the lost vault of Darom Madar,
Occasionally, two merchant houses become suc- House Madar and has remained a secret over the a place that is half treasure vault and half mausoleum.
cessful and wealthy selling the same goods. This centuries … until now, that is. Here the characters must battle what remains of
usually leads to a bloody war between houses for House Madar itself–undead horrors animated by cen-
control of the commodity in question. So it was centu- Synopsis turies-old hatred–defeat a number of ghoulish traps,
ries ago with houses Madar and Tsalaxa. Both houses The Vault of Darom Madar begins just after Sand Raid- and finally win their way into the treasure vault.
controlled the majority of the livestock trade in the ers, the short adventure provided in the Dark Sun The last part of the adventure challenges the
Tablelands, where they dealt in the finest specimens Campaign Setting, ends. This adventure consists of treasure-laden characters to make the arduous trip
of erdlu, kank, and mekillot. House Madar, led by the three parts. By the end of the third act, the charac- across the Alluvial Sand Wastes to the great city of
clever and even-tempered Darom Madar, was content ters should have earned enough experience to reach Tyr. During the journey, the characters are beset by
to share the marketplace with their primary com- 3rd level. monstrous horrors native to the Athasian wilds and
petitor. Virinus Tsalaxa, a twisted defiler and elder another group of mysterious assassins who are even-
of House Tsalaxa, was not about to share the wealth tually revealed to be operatives of House Tsalaxa,
with anyone. House Madar’s ancient enemy.

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The Vault of Darom Madar

Hooks Rhotan asks the characters to search the Canyon The characters can try to decipher the elven code
of Guthay and ascertain if the vault exists. If it does, and read the message if they choose. In fact, doing so
There is really only one primary hook in this adven-
it undoubtedly holds more wealth than the charac- can give them an edge when negotiating with Tora-
ture, and it revolves around the Wavir trademaster
ters can hope to carry away themselves. Therefore, mund in Silver Spring.
Rhotan Vor. While the characters are in Altaruk,
Rhotan offers the characters their pick of any treasure Quest XP: 250 (minor quest) deliver Iseel’s mes-
Rhotan Vor approaches them with a proposition that
the vault may contain plus a 10 percent share once sage to Toramund.
could make them very wealthy. Impressed with the
the remainder of the goods and artifacts are sold in
skill the characters displayed in locating and recover-
Tyr, Rhotan’s next destination. Cracking the
ing the missing Wavir wagon and its goods, Rhotan
Rhotan and his caravan travel with the characters, Code Skill Challenge
believes the heroes are up for a real challenge.
although they do not aid the characters in combat. Level: 1 (XP 200)
Although this is the primary motivation for the
Rhotan and his men will not enter the Canyon of Complexity: 2 (requires 6 successes before 3 failures)
characters, a number of minor hooks described
Guthay until the characters have found the vault and Primary Skills: Perception, Thievery.
below can give the characters more reason to travel
cleared any threats to their safety. Perception (DC 12; 1 hour per attempt; 1 success,
with Rhotan Vor and seek out the treasure of Darom
Quest XP: 625 (major quest) finding the vault of no maximum): Your keen eyes and mind make it easy
Madar. You can use one or both of the minor hooks,
Darom Madar. to spot patterns and puzzle out a portion of the elven
each corresponding to minor quests, to make the
code.
search for House Madar’s lost treasure even more
Minor Quest 1: Elven Thievery (DC 12; 1 hour per attempt; 1 success, no
compelling.
Relations maximum): You’re no stranger to secret messages and
Primary Quest: Lost Treasure The first leg of the adventure takes the characters cyphers, even those of the elves.
across the Tablelands to the oasis of Silver Springs. Secondary Skills: Insight, Nature, Language
Rhotan has recently come into possession of some
This oasis has long been guarded by the Silver Hand Insight (DC 17; 1 hour per attempt, no successes,
very valuable information. In Balic, he encountered
elves led by their chieftain Toramund. 3 maximum): You are adept at detecting suggested
a drunken human in a seedy tavern who claimed to
While in Altaruk, the characters are approached meanings, and although there is no speaker pres-
be a descendant of Darom Madar, the last elder of the
by an elven woman named Iseel who claims to be a ent, some of this skill translates to the written word.
long-dead Madar merchant house. In addition, the
relative of the fearsome Silver Hand chieftain. She You grant a +2 bonus to one ally’s next Perception or
man claimed to know the location of Darom Madar’s
says she has information about the chieftain’s son but Thievery check made as part of this skill challenge.
treasure vault, which he offered to Rhotan for the
refuses to tell the characters what this information Nature (DC 17; 1 hour per attempt, no successes,
sum of 30 gp. Rhotan is no fool, but 30 gp seemed a
entails. Iseel asks the characters to deliver a message 3 maximum): Elven code often includes metaphors
small price to pay for what could be the location of
to Toramund. The message is written in an elven code relating to the natural world, your knowledge of
one of the greatest lost treasures of Athas.
that is nearly impossible to crack. If the characters which allows you to pick up on subtle clues. You grant
Although the man did not know the exact location
agree to deliver the message, Iseel pays them 10 gp a +2 bonus to one ally’s next Perception or Thievery
of the treasure vault, he told Rhotan that it lay within
and tells them her brother Isann, a trader at Silver check made as part of this skill challenge.
the Canyon of Guthay near the alluvial sand wastes
Springs, will pay them a further 10 gp and one day’s Language (Special, no successes):
in the Tablelands east of Tyr. The vault is rumored
worth of food and water per character when they If no one in the group speaks Elven, all skill checks
to contain vast wealth, from metal coins, armor, and
complete the task. made in this encounter receive a -1 penalty. If the
weapons to priceless artifacts dating from Athas’
entire group speaks elven, all skill checks receive a
more verdant past.
+1 bonus.

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The Vault of Darom Madar

Success: The characters decipher the message, Quest XP: 250 (minor quest) for slaying the Crim- In addition to the treasure parcels listed above, feel
which reads: son Vipers. free to award treasure parcels in the optional combat
encounters presented throughout this adventure. See
Toramund, your son is in grave danger. His criminal Getting Ready to Play the Dark Sun Campaign Setting for details on Athas-
activities in Tyr have drawn the attention of the
In addition to familiarizing yourself with the monster specific treasures.
Toothcutters, and they have little patience with freelance
stat blocks and maps in The Vault of Darom Madar, you
thieves. I know you have not spoken with Ravee in many
should read up on the Tablelands and the Great Allu- What the
years, but if you do nothing, he is certainly doomed.
vial Sand Wastes in the Dark Sun Campaign Setting. Characters Know
This information gives the characters a valuable Your players may have questions about these regions Before the characters set out to find the treasure of
bargaining chip when dealing with Toramund in the and their inhabitants. The Dark Sun Campaign Setting House Madar, you can tell them what they know
“Negotiating with Toramund” skill challenge (See offers a wealth of information on both regions, and about the fallen merchant house and its bitter rivalry
Encounter 1-3: An Audience with Toramund). the Dark Sun Creature Catalog details dozens of mon- with House Tsalaxa. A character knows the following
Failure: The characters fail to decipher the mes- sters and other foes native to the areas. with a successful skill check.
sage. If they achieved more than two successes before History DC 6: House Madar was once a suc-
failing at the challenge, then tell them that they were Treasure Preparation cessful merchant operation involved in the livestock
able to make out some of it but not all. From what they The following treasure parcels are available in The trade. It was crushed in a trade war against its rival,
can gather, someone named Ravee has been killed by Vault of Darom Madar. House Tsalaxa, over a hundred years ago. House
the Toothcutters, but they can’t determine why or who Tsalaxa is still an active merchant house and has all
Ravee was. This is not true, of course, and using this
Treasure parcels but cornered the livestock trade in the Tablelands.
Parcel Location Contents History DC 12: House Madar was not crushed
information in the “Negotiating with Toramund” skill
1 Crimson Oasis Two potion fruits of
challenge can have disastrous results (See Encounter by competition but wiped out by hired assassins in
healing + 80 gp
1-3: An Audience with Toramund). 2 Wasteland One level 2 magic
the pay of House Tsalaxa. It is rumored that the head
Assassins item of House Madar, Darom, hid their vast wealth some-
Minor Quest 2: Crimson Sand 3 Cavern of One level 4 magic where in the Tablelands before the destruction of his
Bandits are a constant danger on the trade routes Eternal Conflict item house was complete. With no living descendants, the
between the various pockets of civilization in the 4 Crypt of Sorrow One 250 gp art location of the treasure–if it ever even existed–is lost
object + 80 gp to time.
Tablelands. These bandits strike mercilessly and slay
5 The Treasure of Special
entire caravans for the valuables and water they carry. History DC 18: A dark legend states that many
Darom Madar (See Encounter)
In Altaruk, a bounty has been posted for a particu- House Madar elders, including Darom Madar him-
6 Assassin Ambush 80 gp + 1 survival
larly vicious gang of bandits, the Crimson Vipers, who self, were sealed into a hidden vault along with the
day of food and
have taken up residence at an oasis between the Alta- water per character treasure. The legend further states that Darom and
ruk and Silver Spring. A reward of 50 gp is offered to 7 Silken Surprise Three potion fruits those buried with him stand eternal vigil against any
any who kill the bandits or drive them from the oasis. of healing who would defile their tomb.
The reward can be claimed by delivering proof of the 8 The Terror One level 6
deed to Arisphistaneles in Altaruk or to Chief Tora- of Tsalaxa magic item

mund in Silver Springs. The bandits wind crimson


sashes around their waists as a badge.

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The Vault of Darom Madar

Rhotan’s Caravan This part of the adventure features two unavoid- Across the Tablelands Skill
Rhotan’s caravan consists of three sand skiffs (see the
able combat encounters and three others that the Challenge
characters can avoid if they are careful. Run the Level: 1 (XP 100)
Dark Sun Campaign Setting for more details on these
“Across the Tablelands” skill challenge between each Complexity: 1 (requires 4 successes before 3
vehicles). Rhotan’s group consists of himself, two sand
of the two set encounters. Failing the skill challenge failures)
skiff pilots, and six deckhands (two per sand skiff ).
places environmental obstacles and more combat Primary Skills: Endurance, Perception, Stealth
Rhotan pilots one of the skiffs himself.
encounters in the caravan’s way to drain resources Special: Success in the skill challenge requires 4
Rhotan and his crew are not warriors; they expect
and leave them less prepared for the next combat successful primary skill checks. Each of the three pri-
the characters to do all the fighting (although this fact
encounter. You will run the skill challenge a total of mary skills must be used at least once, in any order,
might change; see “Treasure Chamber” for alterna-
three times, in this sequence: before any of them can be attempted a second time.
tives). In fact, for the first leg of the adventure, the
trek to Silver Spring, Rhotan expects the characters After that, they can be used in any mix and order the
1. Caravan leaves Altaruk players choose.
to scout a full day ahead and deal with whatever
2. “Across the Tablelands” skill challenge Endurance (DC 10, group check; 1 success): Your
danger the desert presents before the caravan can run
3. Encounter 1-1: Crimson Oasis group is tough enough to survive even the relentless
afoul of it. In addition, the caravan does not enter the
4. “Across the Tablelands” Skill Challenge heat of the Athasian sun.
Canyon of Guthay until the characters have found the
5. Encounter 1-2: Wasteland Assassins Perception (DC 10, group check; 1 success): Keen
vault of Darom Madar and given the all clear.
6. “Across the Tablelands” Skill Challenge eyes and direction sense keep you headed in the right
In the third act of the adventure, things change
7. Caravan arrives in Silver Springs direction.
a bit. Laden with treasure, Rhotan keeps the heroes
close to the caravan on the journey to Tyr. The char- Stealth (DC 10, group check; 1 success): Dangers
The primary skill checks in this challenge are group abound in the Athasian wilderness, but they can be
acters must not only defend themselves from the
skill checks. If at least half of the characters suc- avoided if your group is quick and quiet.
dangers of the Athasian wilderness, they must ensure
ceed on their rolls in a group skill check, the party Secondary Skills: Bluff, Heal, Nature
that Rhotan and his crew survive.
earns 1 success in that primary skill. Secondary skill Special: If a primary skill check earns a failure for
checks are attempted individually, by one character the group, then one character can use one of these
The Great Road in the group once per group skill check. In addition, secondary skills in an attempt to convert that failure
the characters must earn at least one success on all into a success.
Before the characters leave Altaruk, Rhotan Vor
three primary group skill checks to complete the skill Bluff (DC 13; 0 successes, 1 attempt per primary
informs them that the elven chieftain Toramund at
challenge. skill group check): By creating a diversion that keeps
Silver Springs may have valuable information about
The length of time involved in this trip is left inten- hostile humanoids and monsters from noticing your
the Canyon of Guthay. In addition, Silver Springs is
tionally vague. You should decide how long you want group, you convert a single character’s failed Stealth
an excellent place to stop and resupply. There are
the trip to the canyon to take based on the pacing of check into a success as part of the Stealth primary
many dangers between Altaruk and Silver Spring,
your game and where you decide to place the Canyon group skill check.
however.
of Guthay on your campaign map. Heal (DC 10; 0 successes, 1 attempt per primary
skill group check): By treating the emerging symp-
toms of heat exhaustion and sun sickness before they
become debilitating, you convert a single character’s

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The Vault of Darom Madar

failed Endurance check into a success as part of the Although these encounters are designed to be part A small group of silt runners try to ambush the char-
Endurance primary group skill check. of the skill challenge, don’t feel obligated to run them acters. The silt runners have a passive Stealth check
Nature (DC 13; 0 successes, 1 attempt per primary if the characters are already having a tough enough of 17 and hide in an area with plenty of cover such as
skill group check): By carefully navigating the harsh time with the two planned encounters or you want to dense scrub or a boulder field.
Athasian wilderness and avoiding its worst flora and move things quickly to Guthay Canyon. If the char- If the silt runners surprise the characters, they
fauna, you convert a single character’s failed Percep- acters are breezing through the skill challenges and use their surprise round as follows. The darters fire
tion check into a success as part of the Perception fights, consider beefing up the foes with some of these poison darts at characters with bows or javelins; the
primary group skill check. encounter groups. inciter blasts the characters with psionic detonation,
Success: The characters reach the next encounter attempting to catch as many characters as possible in
unharmed and intact. They have had ample time to Baazrag Swarm the blast; and the ragers charge the closest characters
rest and have maximum hit points and all powers Encounter Level 2 (XP 600) and engage them in melee. As battle continues, the
available to them. 2 baazrag gnawers darters remain out of melee range, instead pepper-
Failure: Group failure (not individual failure) at a 2 baazrag swarms ing the heroes with poison darts as often as the power
primary skill check has the following results. 4 baazrag whelps recharges. The ragers use penetrating spear immedi-
Endurance: Each time the group as a whole fails at The characters stumble upon a baazrag burrow. The ately and stay close to one another so their foes take
this skill check, every character who failed the Endur- voracious beasts come boiling up out of the ground damage from silt runner swarm. The inciter enters
ance check individually is exposed to sun sickness when the heroes disturb their lair. It is unlikely that melee with its bone sword until psionic detonations
(Dark Sun Campaign Setting page 199). the baazrags will surprise the characters, as they recharges; it then shifts away from melee and targets
Perception: Each time the group as a whole fails make an awful racket of clicking and squealing as as many characters as it can catch in the blast. The silt
at this skill check, every character who failed the they exit their burrows to attack. runners fight to the death.
Perception check individually gains a cumulative -1 The baazrags use gang up on heroes to take advan-
penalty to all subsequent Perception checks made as tage of pack harrier. The gnawers attempt to latch onto Elven Entourage
part of this skill challenge. a character immediately and use gnaw to inject their Encounter Level 1 (XP 525)
Stealth: If the group as a whole fails at this skill poison. The baazrag swarms attempt to knock a char- 2 elf dune striders
check, they have a combat encounter with one of the acter off his or her feet with pull down, then flow over 1 elf peddler
desert’s many dangerous inhabitants. Choose and run their prone victim and tear him or her to pieces. The 4 elf snipers
one of the following optional encounters. baazrag whelps focus their attacks on any character An elven trader and his bodyguards decide the char-
engaged with a gnawer and or knocked prone by a acters make better victims than customers. The elf
Optional Encounters baazrag swarm. The baazrags fight relentlessly and to peddler greets the characters as he and his group
These encounters can be run when the characters the death. approach. He attempts to dupe the characters into
fail the Stealth group challenge in the “Across the believing they are simple desert traders. Give the
Tablelands” skill challenge. Assemble a typical desert Silt Runner Surprise characters an Insight check opposed by the peddler’s
battlefield quickly with the Desert of Athas Dungeon Encounter Level 1 (XP 525) Bluff check. If the characters fail to see through the
Tiles or sketch one on your battlemat. It should 2 silt runner darters elven ruse, the elves gain a surprise round on them.
include sandy stretches and rocks but little in the way 1 silt runner inciter Of course, the players are always free to be suspicious
of vegetation or water. 2 silt runner ragers without a die roll and take steps to avoid being caught

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The Vault of Darom Madar

off-guard. Likewise, if the players show no caution at Knowing how vital the oasis is to desert travelers, When the characters approach the oasis, read:
all, you’re well within your authority as DM to give the Crimson Vipers typically let their victims come Calling this muddy hole in the ground surrounded by desert
them no Insight check. to them. When an approaching dust cloud is spotted, scrub an oasis is an overstatement. However, even muddy,
If the elves surprise the characters, the elf peddler Yassi ranges out to scout the approaching travelers foul-tasting water is welcome relief from the desert. Before
and dune striders charge forward and engage the and gauge their strength. Large, well-armed caravans you can contemplate your first sip, the oasis erupts into
characters in melee. The snipers hang back and hurl are left unmolested, and the bandits make themselves violent action as three armed men burst from cover and
their chatkchas at obvious spellcasters. As the battle scarce while such unattainable prey uses the oasis. charge toward you.
continues, the elf peddler uses double dealing and Smaller groups are ambushed, murdered, stripped of
peddler’s command to maneuver itself and the dune valuables, and then buried in the desert. Go to Tactical Encounter 1-1: Crimson Oasis.
striders into flanking positions against the characters. The approaching characters fall into the latter
When bloodied, the dune striders use rushing dervish group. Wasteland Assassins
to carve their way through the heroes and gain a The characters can avoid walking into an ambush The characters’ quest to find the treasure of House
more advantageous position on the battlefield. The elf if they spot Yassi before they reach the oasis. The Madar has not gone unnoticed. House Tsalaxa, now
snipers avoid melee combat at all costs. Instead, they characters can spot the halfling wilder while he led by Virinus’ descendant Haneth Tsalaxa, has
use elven misdirection to move behind cover before observes them from a nearby hiding spot place. Yassi learned through its vast network of spies that a group
making ranged attacks with their chatkchas. remains at least 20 squares away from the approach- of heroes is searching for the lost vault of Darom
The elves do not fight to the death. If the charac- ing characters while observing them and uses natural Madar. Unwilling to let the wealth of his house’s
ters slay more than half their number and bloody the cover for concealment. His passive Stealth check is ancient enemy fall into the hands of simple adventur-
elf peddler, the elves flee if they can. If they can’t, 19; at a range of 20 squares, however, the characters ers, Haneth has followed in his ancestor’s footsteps
they throw down their weapons and beg for mercy. need a Perception check of 23 to spot the hidden and hired a group of assassins to deal with the char-
halfling. If the characters see Yassi, he immediately acters and recover any information they may have on
Crimson Oasis springs up and sprints back to the oasis to warn the location of House Madar’s treasure.
Halfway between Altaruk and Silver Spring lies a Drokan. If the heroes fail to spot him, he lets them The assassins’ first attempt on the characters’ lives
small, nameless oasis that is little more than a muddy pass by, then sneaks back to the oasis to join in the happens during the heroes’ trek across the Tablelands
pool in a shallow, sandy depression. This humble oasis ambush. to Silver Spring. The assassins, led by a twisted defiler,
has long served as an important way station for travel- ambush the characters in an area of rolling dunes and
If the characters spot Yassi, read: trackless wasteland. The squad of assassins consists
ers making the dangerous trip across the Tablelands.
Recently, bandits calling themselves the Crimson Sudden movement among the rolling dunes ahead catches of the defiler, three elven snipers, and the defiler’s
Vipers have taken up residence at the oasis and have your eye. A small, lithe form springs up from behind a low crodlu mount.
been mercilessly killing and robbing desert travelers dune and races off to the north, away from your group. The assassins stage their ambush at the top of a
who stop there. series of boulder-strewn dunes. The dunes and the
Once the characters reach the oasis, the Crimson
The Crimson Vipers are led by Drokan, a dwarven boulders provide excellent cover and force the charac-
Vipers are ready for them, hiding in the sparse scrub
priest, and his longtime companion in villainy, a half- ters to move up the dune to engage the assassins. The
around the muddy pool. The bandits have a passive
ling wilder named Yassi. The rest of the gang consists elven assassins lie prone atop boulders waiting for the
Stealth check of 11. If the characters spotted Yassi
of three human warriors, all of whom are considered characters to come within range of their bows while
before reaching the oasis, give them a +2 bonus to all
expendable by Drokan and Yassi. the defiler and his crodlu kneel behind one of the
Perception checks made to spot the hiding bandits.

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small dunes. The group has a passive Stealth check Gaining an audience with Toramund is not easy. An Audience
of 21. Once they spot the characters, the assassins The elves are not fond of traders beyond what they with Toramund
unleash a volley of ranged attacks on the heroes. come to sell and buy, and Toramund only meets with
The characters’ attempt to bargain for information
those he considers important enough to warrant his
When the assassins attack, read the following from the elven chieftain Toramund can be handled as
attention. If the characters agreed to deliver Iseel’s
aloud: a pure roleplaying encounter or as a roleplaying skill
message to the elven leader, they have an excellent
challenge.
The desert is a ceaseless blur of sun-scorched sand and way to gain Toramund’s attention. All they need to do
Elves are notoriously tough negotiators; getting
rolling dunes. There is little to break the draining monotony is mention Iseel’s name and that they bear a message
them to part with anything, be it information or mer-
of heat and thirst that plagues all desert travelers. When from her, and they are whisked through a bewilder-
chandise, is a long, grueling experience not wisely
the barbed arrows begin hissing from the sky, fired by a trio ing array of passages beneath Silver Spring and into
undertaken by the faint of heart. In addition, Tora-
of dark shapes on the crest of a nearby dune, it is almost a Toramund’s presence. Getting the elven chieftain to
mund has risen to his current position by being one of
welcome break to the drudgery of travel. tell them anything is another matter entirely.
the shrewdest negotiators on the Tablelands.
Go to Tactical Encounter 1-2: Wasteland In other words, the characters have their work cut
Assassins. out for them.

Silver Spring Oasis


Silver Spring oasis has long stood as a vital stop on the
trade route between Urik and Tyr. Its longevity in a
desert filled with dangerous monsters and brutal ban-
dits is a testament to the skill of the Silver Hand elves
who have guarded the fortified oasis for generations.
Silver Spring oasis consists of a walled caravanserai
within which stands the “Silver Spring,” the source
of the oasis’s water and name. Doors along the inner
walls lead to sleeping chambers, a common room,
food stores, stables, and vaults where traders can
safely store their merchandise.
The characters’ goal here is to meet with the elven
chieftain Toramund. The elves are known to have
quite a bit of desert lore, and Rhotan Vor believes
Toramund can tell them much about the dangers
that infest the Canyon of Guthay. In addition to any
information they may gain, Silver Spring is an ideal
place to rest and resupply before heading back out
into the desert.

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If the characters have Iseel’s message for Tora- The elven man is Toramund, of course. The char- The characters are under no obligation to tell Tora-
mund and have decrypted its elven cypher, they can acters might find it odd that this important leader mund why they intend to enter the Canyon of Guthay.
gain an edge in the negotiations with Toramund. If chose to meet them alone. However, a DC 12 Insight If they do tell him they seek the lost treasure of House
the characters decided not to deliver Iseel’s message, check reveals this is meant as an insult. Toramund Madar, Toramund laughs and sardonically wishes
they must bribe their way into Toramund’s presence. considers their abilities so far beneath his own that them the best of luck. Toramund believes House
A bribe of five survival days’ worth of food and water he doesn’t consider the newcomers any threat. If the Madar’s treasure is no more than a desert wisp, and
(or the equivalent) is enough to earn them an audi- characters have Iseel’s message, they can give it to thinks the characters foolish, insane, or both for
ence with Toramund. This amount can be reduced Toramund now. As he reads it, give the characters an undertaking such a ridiculous quest.
to three survival days with a successful Diplomacy Insight check against Toramund’s Bluff check (DC
check (DC 17) on the elf in charge of who does and 20) to realize the contents of the letter have affected Negotiating with Toramund
doesn’t gain access to Toramund. (Presumably, he the elven leader greatly. At this point, if the characters Level 2 (XP 500)
will keep most of the bribe for himself.) Let players deciphered the message (or think they did), they can Complexity: 4 (requires 10 successes before 3
come up with this idea on their own or hint at it only try to gain an advantage over Toramund. failures)
broadly in their encounter with the guard. If the characters correctly deciphered Iseel’s mes- Primary Skills: Bluff, Diplomacy
Regardless of how the characters get to Toramund, sage, they can offer their services to the elven leader. Bluff (DC 13; standard action; 1 success, no maxi-
when they are brought to his secret meeting chamber For example, since the characters’ ultimate destina- mum): You use your quick mind and silver tongue
beneath Silver Spring, read the following aloud: tion is Tyr, they can offer to seek out Toramund’s son to exaggerate your group’s abilities in an attempt to
Ravee and deliver a message to him once they get impress the elven chieftain.
Your elven guide leads you through a bewildering array of
there. An offer like this earns the characters a modi- Diplomacy (DC 13; standard action; 1 success,
narrow passages that seem to slope ever downward. You
cum of respect and grants them a +1 bonus to all skill no maximum): You are a skilled negotiator, and
were promised an audience with the chieftain Toramund,
checks in the “Negotiating with Toramund” skill chal- you match your skills well against the shrewd elven
and as you wind deeper into the labyrinth, you realize you
lenge. In addition, you can use Ravee’s plight in Tyr as chieftain.
would never had reached him on your own. You may not be
a hook for further adventure in the great city. Secondary Skills: Endurance, Insight, Intimidate,
able to find your way out again without guide. Finally, you
If the characters deciphered Iseel’s message Nature
stop before a curtained aperture in a narrow tunnel from
incorrectly and offer their condolences on the death Endurance (DC 12; standard action; 1 success max-
which the soft glow of firelight emanates. Your guide pushes
of Toramund’s son, he curses them as fools and is imum): The elves admire physical endurance. You
the curtain aside and motions for you to enter.
offended that they would try to read a message meant relate a tale of a grueling physical obstacle your group
Beyond the curtain, a small, square room holds a
for his eyes only. In this scenario, the characters gain has overcome recently.
single elven man sitting cross-legged on the earthen floor
a -1 penalty to all skill checks made in the “Negotiat- Insight (DC 15; standard action; 0 successes):
on a woven matt. Like all elves he is long-limbed and
ing with Toramund” skill challenge. Reading Toramund’s body language is no easy task,
rangy, but this elf has a physical presence that most elves
If the characters did not agree to deliver Iseel’s but if you pay close attention, the elven chieftain has
lack. An unsheathed obsidian longsword lies casually on
message or simply do not think to use the information a few tells that, once identified, can aid your negotia-
the floor just inches from his hand. The elven man fixes
in the message, then run the skill challenge without tions. You grant a +2 bonus to one ally’s next Buff or
you with steel-blue eyes and says, “Here I am. Now what
bonuses or penalties. Diplomacy check made as part of this skill challenge.
do you fools want?”
Intimidate (standard action; 1 failure): Any attempt
to intimidate Toramund automatically fails and earns

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the characters a failure and a -1 penalty to all further Failure: If the characters fail this skill challenge, which is a stretch of relatively smooth sand and gravel
skill checks made in the skill challenge. Toramund they only confirm Toramund’s original assessment that varies from 30 to 90 feet wide along its half-mile
simply does not view the characters as a threat. of them as weak, foolish outsiders. He gives them length. The walls of the canyon are rough and fairly
Nature (DC 12; standard action; 1 success, 1 maxi- only the scantest details about the Canyon of Guthay, easy to climb, requiring a DC 10 Athletics check.
mum): Elves respect those who understand the wilds which they probably could have gotten from anyone Wagons can be brought down the trail into the
of Athas. You relate some of your knowledge of the at the oasis. This enables them to find the canyon canyon, but it’s a difficult, exhausting trek. Instead,
natural world in an attempt to impress Toramund. without incident. If, however, the characters tried to while the characters search the canyon, Rhotan Vor
Success: Toramund tells the characters what he Intimidate Toramund at any point, then he fed them and his caravan wait in a rock-sheltered location
knows about the dangers of the Canyon of Guthay. false information along with the rest, and it will lead about a mile away. The trader expects the characters
This knowledge gains them the following benefits, them directly into danger. In this case, the first time to find the vault and clear out any dangerous mon-
depending on how many failures they earned before the characters earn a failure in the “Exploring the sters before he and his men descend into the canyon
completing the skill challenge. Canyon” skill challenge and blunder into a combat to help ferry up the treasure. If the characters have
0 Failures: So skilled were the characters in their encounter, they are automatically surprised. not returned by the end of three days, Rhotan Vor
negotiations that they managed to impress Toramund, will assume the worst and return to Silver Spring.
and he tells them all he knows about the Canyon The Canyon He waits there for another three days before giving
of Guthay. The elven chieftain’s detailed informa- up the characters for dead and continuing on to Tyr.
tion grants them a +2 bonus to all skill checks in the of Guthay None of this is a secret; Rhotan Vor tells the charac-
“Exploring the Canyon” skill challenge in Part 2 and ters that this is his timetable.
allows them to turn one failure into a success. Fur- Armed with the knowledge bought from Toramund at Run the “Exploring the Canyon” skill challenge to
thermore, Toramund is so impressed with their drive Silver Spring, the characters can travel to the Canyon cover the character’s search for the cavern that houses
that he charges them only two survival days of food of Guthay and begin searching in earnest for the lost the vault.
and water for the information. treasure of House Madar. The walls of the canyon are The primary skill checks in this challenge are
1 Failure: The characters did not embarrass them- riddled with caverns, any of which could hold the lost group skill checks. If at least half of the characters
selves in the negotiation. They gain a +1 bonus on skill vault. The others hold only dust or, as often as not, succeed on their rolls in a group skill check, the party
checks in the “Exploring the Canyon” skill challenge serve as the lair of dangerous desert monsters and earns 1 success in that primary skill. Secondary skill
in Part 2. The characters are charged three survival humanoids. checks are attempted individually, by one character
days of food and water (or the equivalent) for this The Canyon of Guthay combines the features of in the group once per group skill check. In addition,
information. a true canyon and a massive rift. Some immense the characters must earn at least two successes in
2 Failures: The characters emerge from negotiat- tectonic disturbance in the dim past caused the floor both primary group skill checks to complete the skill
ing with Toramund looking diminished and foolish, of the canyon to subside about a hundred feet below challenge.
but they got some of what they wanted from the wily the level of the surrounding terrain, while the rocky
chieftain. They gain no bonus or penalty on skill walls were heaved upward by the same amount. The
checks in the “Exploring the Canyon” skill challenge result is a canyon that is twice as deep as it appears
in Part 2. The characters are charged five survival from a distance when one can see only the massive
days of food and water (or the equivalent) for the upheaval of bedrock around it. A trail winds down
scraps that Toramund revealed. through tumbled boulders to the canyon’s floor,

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Exploring the Stealth (DC 15, group check; 1 attempt per primary Although they are designed to be part of the skill
Canyon Skill Challenge skill group check): This cavern holds no treasure, challenge, these encounters are optional. They can be
Level: 3 (XP 450) only death for those unlucky enough to disturb its an ideal way to give the characters a bit more experi-
Complexity: 3 (requires 8 success before 3 failures) occupants. The characters can make this group skill ence if you’d like them to gain a level before entering
Primary Skills: History, Perception check when they earn a failure in either of the primary the vault of Darom Madar. You might even run one
History (DC 13, group check; 1 success): By com- group skill checks. If the characters succeed, they don’t or more of these encounters specifically for that
piling all you have learned about the Canyon of cancel that failure but they do avoid detection by the reason regardless of how well the characters perform
Guthay and the possible location of the treasure of cavern’s inhabitants. They can either sneak away with- in the skill challenge, or just to break up the routine
House Madar, you can narrow down the number of out a fight or gain a surprise round on the monsters. of searching caverns. Additional encounters can be
possible caverns which might hold the hidden trea- Success: The characters find the vault of Darom put together from the Dark Sun Creature Catalog, or
sure vault. Madar cleverly hidden in a natural cavern near the entirely different types of encounters can replace
Perception (DC 13, group check; 1 success): Your base of the canyon wall. those listed below—possibilities include an ancient
keen eyes help your group locate caverns that seem Failure: Every time the characters earn a failure burial chamber, slave refugees, a shaft leading to the
more likely to hold the vault of Darom Madar rather from a primary skill group check, they trigger one of Underdark, a quick side trek adapted from Dungeon
than serve as the lair for some desert monstrosity. the optional encounters below or another chosen by Delve or a Chaos Scar adventure, or even a lifesaving
Secondary Skills: Athletics, Nature, Stealth you. In addition, each failure represents the passage trickle of red, alkaline water if the characters are at
Athletics (DC 13; 0 successes, 1 attempt per pri- of one day in the canyon. If the skill challenge as a death’s door.
mary skill group check): Some of the caverns you whole ends in failure, the characters have wasted
wish to explore are high up on the canyon wall. Your three days in searching and Rhotan Vor withdraws Ankheg Lair
to Silver Spring. To keep searching, they must start Encounter Level 3 (XP 750)
athletic ability allows you to climb up and take a peek
the skill challenge over again from the beginning. If 2 ankhegs
at such caverns before your entire group follows. You
the skill challenge fails a second time, enough time 6 ankheg broodlings
convert a single character’s failed History or Per-
has passed that Rhotan Vor assumes the characters This cavern is occupied by a pair of ankhegs and
ception check into a success as part of a History or
have died and heads for Tyr. Characters can continue their brood. When the characters enter this cavern,
Perception primary skill group check.
searching and may eventually find the vault (if thirst the adult ankhegs are lurking beneath the cavern
Nature (DC 13; 0 successes, 1 attempt per primary
or monsters don’t claim them first), but you will need floor. Only some of the broodlings are on the sur-
skill group check): Your knowledge of the natural
to decide how subsequent events unfold with Rhotan face; roll 1d6 to determine how many. Although the
world helps you notice the telltale signs that a cavern
Vor out of the picture. adult ankhegs are impossible to spot hidden beneath
is inhabited by living creatures. You convert a single
the ground, a successful monster knowledge check
character’s failed History or Perception check into
a success as part of a History or Perception primary
Optional Encounters (Nature, DC 10) made on the visible broodlings can
These condensed encounters can be run when tell the characters that danger lurks belowground and
skill group check.
the characters earn a failure in the “Exploring the keep them from being surprised.
Canyon” skill challenge. These encounters occur
within one of the many caverns in Guthay Canyon.
Feel free to run them on the canyon floor for variety.
You can use the Caves of Carnage or Desert of Athas
Dungeon Tiles to quickly create an encounter area.

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Hejkin Cavern Antechamber The leader of the House Tsalaxa assassins dabbled
Encounter Level 2 (XP 675) in defiler magic and was animated as a dread black
1 hejkin chanter The vault of Darom Madar is hidden within a reaver zombie. His lieutenant and minions followed
3 hejkin sparkers natural cavern near the base of the canyon wall. It their leader’s path to undeath and were animated as
2 kruthik young has remained unplundered by the denizens of the zombies in his service.
This cavern is inhabited by a small band of hejkin. Canyon of Guthay largely because it is guarded by the The leader of House Madar’s forces was a lesser
This particular band has tamed a pair of young restless dead of House Madar. scion of the Madar line and was an accomplished
kruthik to serve as watch beasts. The kruthiks are Darom Madar himself was there to oversee the archer and swordsman. He and his men returned to
positioned at the mouth of the cave so they can detect final transfer of his house’s wealth into the vault. In unlife as skeletons in an undead mockery of the sol-
approaching enemies with their tremorsense. This addition, he had the vault constructed to house the diers they’d once been
makes this particular group of monsters fairly dif- bodies of those in his immediate family who had The undead lay inert, scattered around the cavern,
ficult to surprise. The cavern contains 5 survival days been slain by the attacks of House Tsalaxa. Before until intruders enter. Then they rise up to defend
worth of food and water. Darom and what remained of his house could seal the vault, both Madar and Tsalaxa united in this one
the vault, a group of house Tsalaxa assassins attacked. cause.
Gith Lair The battle was fierce, and most of it took place in the
When characters enter the cavern, read:
Encounter Level 3 (XP 726) natural cavern outside the vault. Darom himself was
2 gith hobblers sorely wounded, but he managed to retreat into the This dark cavern is strewn with corpses. Most are badly
4 gith piercers vault and then make his way to the treasure chamber, decomposed or reduced to bare bones. Many are armed and
1 gith spearhead where he died. armored with crumbling gear in two distinctly different
This cavern is occupied by a handful of renegade gith. The intense hatred and violence of that final con- styles. Some, however, appear to be freshly killed; the
The repulsive humanoids are not particularly obser- flict between House Madar and House Tsalaxa had crimson gore beneath a pile of gith bodies can’t be more
vant, although they typically post a single gith piercer an unexpected effect. It animated the dead of both than a few days old.
near the mouth of their cavern as a sentry. The gith houses, condemning their lifeless flesh and trapped Across the gory killing field, the cavern gives way to a
piercer has a passive Perception score of only 12. If souls to serve as eternal guardians for the vault for short tunnel. There, the unnatural lines of worked stone
the sentry does notice the characters approaching or the rest of eternity. These undead guardians attack lead further into darkness.
climbing into the cavern, it spends a minor action to anyone or anything foolish enough to enter the cavern The fresh corpses are the remains of canyon deni-
howl an alarm before scuttling back into the cavern to that holds the vault. zens who foolishly entered the cavern and were slain
join the rest of its tribe. If it can be eliminated silently, This cavern was the scene of a heated battle, and the by the undead. The older corpses, of course, are the
characters can automatically gain surprise against the remnants of that battle are strewn about the place. undead. Let the characters move into the cavern,
remaining gith. The cavern contains 7 survival days Over one hundred years ago, what remained of House spread out, and explore a bit before the undead rise
worth of food and water. Madar battled a group of House Tsalaxa assassins. to attack. The undead are slow-moving at first, so
The battle claimed the lives of everyone involved, and the characters aren’t likely to be surprised by their
the intense hatred borne of the battle has reanimated sudden animation.
the dead as zombies and skeletons. Go to Tactical Encounter 2-1: Cavern of
Eternal Conf lict.

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The Crypt of Sorrow This chamber was originally intended to house the can discover its true nature, but rough scraping will
remains of Darom Madar’s wife and two eldest sons, simply cut through the silver foil and reveal only the
The passage at the rear of the outer vault is obviously all slain by House Tsalaxa assassins. In the century stone beneath.
man-made. It winds through about 50 feet of rock that has passed since their deaths, the spirits of the
When characters approach the wall, read:
before ending at a set of double doors. three have become restless and have risen as ghostly
abominations. They now lurk within their sarcophagi, A huge slab of smooth, dark, smoky-colored material
When the characters arrive at the doors, read: waiting for living creatures to invade their tomb so stretches across the recessed wall. Charred bones and small
Before you stands a pair of towering doors. Their size is they may rise up and feed upon life energy. heaps of ash at its base lend it an air of menace. There is
impressive, but even more astounding is that they are clad In addition to the ghostly undead, a more subtle no visible means of shifting, raising, or lowering it—if it is a
in copper! Even if it is as thin as a strand of hair, it is more danger awaits intruders. The obelisk in the center door at all.
metal than you have ever seen in one place. of the room is scribed with the names of each and
Darom Madar sealed away himself and the treasure
every member of House Madar, stretching back to the
The metal encasing the doors is copper, easily recog- of his house to prevent it falling into the hands of the
founding of the house. It has become a kind of battery
nized by its greenish patina. The copper is foil-thin villainous House Tsalaxa. The massive silver door that
for the rage and sorrow of House Madar’s last days.
and has been affixed with a powerful adhesive. protects the treasure vault was created at an unfath-
The obelisk leeches negative emotions from living
Removing it cleanly would take weeks of painstak- omable cost, trapped by the most skilled trapsmiths,
creatures to generate dangerous quasi-undead known
ing labor. It can be chipped away in chunks in only and enchanted by House Madar’s most skilled arcane
as wisp wraiths.
a few hours, but the resulting heap of gravel would spellcasters. The final product is a nearly impenetra-
There is no light in this chamber other than what
need to be hauled in a wagon to a furnace to melt off ble door that can be moved aside only by those skilled
the characters bring with them. Darkness would
and retrieve the copper. In all, about 80 gp worth of in both the mechanical and the arcane.
give the incorporeal undead a perfect opportunity to
copper can be salvaged from the doors with diligent This door is so cunningly fitted into its frame
ambush the characters.
effort. This can count as a portion of treasure parcel 4 that it may not be immediately recognizable as a
Go to Tactical Encounter 2-2: The Crypt of
or simply be a reward for determined characters. door. It could just as easily be a recessed nook for a
Sorrow.
The doors are not locked, simply heavy. Darom ceremonial altar that’s no longer present or merely a
Madar did not have time to seal them properly when symbolic portal to the afterlife.
he fled the battle in the outer vault to seal himself in Opening the Vault Once characters start in on a close examination of
the treasure room. the door, they’ve begun the “Opening the Vault” skill
After the fight against the crypt’s inhabitants, char- challenge, whether or not the players realize they’re
When the characters open the doors, read: acters have time to explore the chamber. The seal in a skill challenge.
This large stone chamber is dominated by a trio of that closes off the back corridor appears a deep,
sarcophagi. They surround a stone obelisk which towers10 smoky gray. It is in fact silver cladding which, like
feet in the air. Every surface of the obelisk is scribed with the copper on the outer doors, is tarnished by age.
writing. Portions of the ceiling have collapsed, leaving piles The tarnish makes it difficult to recognize the mate-
of rubble in various places. On the far side of the room, a rial as silver, especially since characters at this level
solid dam of dark material is set into a recess in the wall. probably have never seen much silver and certainly
have never seen any that was allowed to tarnish. A
character who scrapes at it delicately with a knife

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The Vault of Darom Madar

Opening the Vault Skill a -2 penalty. Failing again on the reroll has no addi- Treasure Chamber
Challenge tional effect.
Level: 3 (XP 750) Success: You manage to disarm the wall’s copi- When the silver wall descends, read:
Complexity: 5 (requires 12 successes before 3 ous traps and trigger the mechanism that causes it to
The silver wall slides downward into the ground, revealing
failures) lower into a slot in the floor. You can now enter the
a short passageway that leads to a small room. Within
Primary Skills: Arcana, Thievery lost vault of Darom Madar.
you can see chests, racks of weapons, and other amazing
Arcana (DC 13; standard action; 1 success, no Failure: Each failure earned in this skill challenge
valuables piled around the chamber. Standing in the middle
maximum): Your knowledge of the arcane arts allows triggers once of the wall’s traps.
of the vault, however, is a withered, ragged figure in rotting
you to puzzle out the inner workings of the traps and Arcana Failure: A botched Arcana check triggers a
finery. Its gaunt features are dreadful and unearthly.
other magical devices that lurk within the barrier. magical blast from the wall. Roll a d6 to determine
Thievery (DC 13; standard action; 1 success, no the size of the blast in squares, then roll a d4 to deter-
maximum): Your fingers are deft, your knowledge of mine what kind of energy is unleashed: 1 = acid, 2 =
mechanical traps and opening mechanisms superb. electricity, 3 = fire, 4 = thunder. Once you’ve deter-
Your skills are instrumental in overcoming this mined the size of the blast and the type of energy
obstacle. unleashed, make the following attack against charac-
Secondary Skills: Dungeoneering, History, ters in the blast: Close blast 1-6; +6 vs. Reflex; 2d10 +
Perception 3 (energy) damage.
Dungeoneering (DC 10; standard action; 0 suc- Thievery Failure: A botched Thievery check triggers
cesses): You’ve seen more than your fair share of one of the wall’s mechanical traps. Roll a d4 to deter-
traps and well-guarded doors. You might not have the mine how many characters are targeted by the trap
mechanical aptitude of a skilled trapsmith, but your and select those characters randomly. Then make
experience can certainly aid your party. You grant a the following attack against each of those characters:
+2 bonus to the next Thievery check made as part of Ranged 10; +9 vs. AC; 1d10 + 3 damage, and ongoing
this skill challenge. 5 poison damage (save ends).
History (DC 13; standard action; 0 successes): You If the characters earn three failures, the wall
have some knowledge of House Madar’s arcane prac- cannot be opened for 24 hours; characters can try
tices, knowledge that could prove invaluable here. again after that much time has passed. A DC 12
You grant a +2 bonus to the next Arcana check made Arcana or Thievery check reveals this fact. While
as part of this skill challenge. they wait, consider having a group of monsters from
Perception (DC 15; immediate reaction; 0 suc- one of the optional combat encounters surprise the
cesses, 3 attempts maximum): Your keen eyes allow heroes.
you to spot an impending blunder by one of your com-
panions who is trying to bypass the wall. You allow
an ally who has just failed a skill check in one of this
challenge’s primary skills to reroll his skill check with

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The Vault of Darom Madar

Darom Madar did not escape the fate of the rest of them know that they’re probably biting off more than Go to Tactical Encounter 2-5: Assassin
his house. He was wounded in the battle with House they can chew, and be sure that they understand the Ambush.
Tsalaxa assassins but managed to seal himself in the situation clearly before proceeding. They can almost After the battle, the characters will recognize the
treasure chamber before succumbing to his wounds. certainly accomplish the first part—killing the mer- assassins as being from the same group that attacked
He also did not escape the fate of those who died chant and his crew—but that’s where their trouble will them on their trek across the Tablelands. The assas-
within the vault and has become an undead horror begin. Rhotan Vor is part of the Wavir trading house, sins carry nothing that might implicate them as
fueled by rage and hatred. which is powerful in its own right and has mercantile operatives of House Tsalaxa.
The monster Darom Madar has become is called connections all around the Tablelands. Their skiffs
an oath wight, a creature animated by a twisted sense will be recognized in most places. Wavir undoubtedly Across the Alluvial
of duty to a task left unfinished or interrupted. He pays protection money to crooked templars, who will
has waited here in the dark and the dust for over a lose credibility with their ‘clients’ if they let a murder Sand Wastes
century and is quite eager to inflict his all-consuming like this go unpunished. None of that means the char-
rage and sense of loss on the living. acters can’t go down this road if that’s the choice they After surviving the horrors of the vault of Darom
Darom Madar does not try to surprise the char- make; it’s guaranteed to launch them on a career of Madar, the characters are in possession of a king’s
acters. He simply charges into melee as soon as the thrilling adventure. But before doing something rash, ransom in treasure. Now they must get the treasure
silver wall falls. they should understand that it’s likely to be a short loaded into Rhotan Vor’s caravan and make the
Go to Tactical Encounter 2-4: The Rage of career if they make enemies of Wavir and corrupt arduous trip across the Great Alluvial Wastes to Tyr.
Darom Madar. templars at such low level. Unlike the first two parts of the journey, Rhotan Vor
When the characters defeat the animated corpse of wants the heroes to remain close to the caravan on
this leg. They must ensure that Rhotan Vor, his men,
Darom Madar, they can set about looting his treasure. Assassin Ambush and his cargo arrive safely in Tyr.
It is recommended that the compiled treasure be
equivalent to ten level 3 treasure parcels. Remember, Another squad of assassins in the employ of House
the characters don’t get to keep all of the treasure Tsalaxa has tracked the characters to the cavern that
themselves! They are here as Rhotan Vor’s hirelings. holds the vault of Darom Madar. Their mission is to Primary Quest: Express Caravan to Tyr
They get their pick of the best loot and a cut of the kill the characters; although Haneth has instructed The heroes must escort Rhotan Vor and his caravan
proceeds once it has been sold in Tyr. them to locate the treasure of House Madar – if it across the Great Alluvial Sand Wastes. With the three
You can create all the treasure parcels and then let exists. So instead of following the characters into sand skiffs laden with treasure, the characters will be
the characters choose their items from that list, or for the vault and possibly having to deal with whatever on foot and the trip will be a long one. Rhotan Vor
simplicity’s sake, you can simply give each character dangers lie within, the assassins are content to simply believes the heroes’ visible presence near the caravan
one item from his or her wish list. wait for the heroes to exit the entry cavern to spring will deter raiders and other wasteland dangers.
Faced with all that treasure, many players will their attack. The assassins assume they will face a Quest XP: 750 (major quest) for reaching Tyr with
undoubtedly toy with the idea of doing away with weakened group of heroes who have already done the caravan intact.
Rhotan Vor and his workers, taking the skiffs, and the heavy lifting inside the vault, allowing the House
keeping all the treasure for themselves. Whatever Tsalaxa operatives to complete both missions assigned
opinion they might have about Rhotan Vor and his to them without any undue risk.
teamsters, this is a very risky plan at their level. Let

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Traveling with the caravan means that the characters At the end of the turn, after all these skill Carrion Killers
are largely protected from the environmental dangers checks are made, the DM rolls 1d6 (if there are Encounter Level 3 (XP 750)
of the Alluvial Sand Wastes. Rhotan Vor has plenty more than six player characters, roll 1d8 instead). 2 jhakar trackers
of water and food which he shares with the heroes as Subtract the number of successful skill checks 2 jhakar skirmishers
they travel. from the roll. The result is how many hits the 2 kestrekel blood f locks
The Wavir trader and his men are not warriors; NPCs took from enemy attacks. The characters come upon the mammoth corpse of a
they rely upon the characters to defend them during To keep bookkeeping simple, each NPC can sur- mekillot which is serving as an incredible bounty for
combat. (They aren’t fools, either; they watch the vive two hits, but a third hit kills him. A dead NPC a number of scavengers. The most dangerous scaven-
characters closely for signs of wavering loyalty.) can’t take any more hits. Rhotan Vor has eight men gers, a pack of jhakars and a horde of tiny kestrekels,
To portray the difficulty of defending the cara- with him; two pilots and six deckhands. Distribute are none too pleased at having their meal disturbed.
van while battling whatever desert horrors show up, hits between them randomly. Rhotan Vor will not In addition, now that fresher fare has arrived on
the characters must make skill checks at the end take hits this way unless none of the characters scene, the carrion eaters turn predator.
of each combat round. The skills that can be used succeeded on their skill check or he is the only
are Acrobatics, Athletics, Bluff, Insight, and Stealth. remaining NPC. In the first case, he takes one of the Kruthik Clutch
Each player can select which skill to use; different hits; in the second case, he takes all of them. Encounter Level 4 (XP 849)
characters can use different skills. These skill checks Losing crew members can leave the sand skiffs 2 kruthik adults
determine whether the characters manage to keep without enough crew to proceed. For each pilot or 4 kruthik hatchlings
the NPCs safe by pushing them away from danger, two deckhands lost, one of the sand skiffs and all the 3 kruthik young
showing them where to hide, deflecting attacks, and treasure it is carrying must be abandoned. Rhotan A small clutch of kruthiks have made their lair
distracting enemies. Vor deducts the cost of an abandoned silt skimmer beneath the sandy wastes. Through their tremorsense,
The DC for these checks is 17. If the character hit from the characters’ cut of the treasure when the loot they can detect potential prey moving across the sand
with an attack during the round, he gets a +2 bonus is sold in Tyr, unless they take steps to conceal it in above them. When the characters and the caravan
on the check. If the character didn’t hit with any the desert and accompany an expedition to retrieve enter the area, the kruthiks burrow up through the
attacks during the round, he gets a -2 penalty on the it later (which can be the hook for your next adven- sand and attack.
check. (It might be simpler for some groups to keep ture!). Characters with the Dune Trader or Wasteland
track of these checks if each player makes the die roll Nomad theme can fill in for lost deckhands but not Silken Surprise
at the end of the character’s turn rather than waiting for lost skiff pilots. This encounter occurs at any point when the char-
for the end of the round. Some bonuses might be lost acters and the caravan are stopped for the night.
this way if, for example, a character didn’t hit during Optional Encounters Unbeknownst to the heroes, a silk wyrm has been
his turn but hit with an opportunity attack later in The condensed encounters below can be run as the following them from the air in shadow form waiting
the turn.) characters cross the Alluvial Sand Wastes. You can for the cover of darkness. Once the heroes settle in,
use the Desert of Athas Dungeon Tiles to quickly the silk wyrm sneaks into their camp in the hope
create an encounter area appropriate for the area or of surprising its prey. The silk wyrm uses shadow
sketch one on your battlemat. These encounters are form in its effort to ambush any characters that are
completely optional but can serve as a good way to awake. Assume a stealth check of 25 (a roll of 15)
give the characters a bit more experience if you’d like for the silk wyrm, making it quite difficult to spot
them to gain a level before the final encounter. before it strikes.

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When the silk wyrm attacks, read: Before you can begin counting the gold pieces in your of ambushes and assassins, of undead horrors … and
The desert night is cool and calm, and little stirs across head, three mounted figures ride into view and halt at the they’ve turned a tidy profit out of it. Rhotan Vor hap-
the vast moonlit waste. A long, sinuous shadow suddenly top of a dune. Could they be just desert nomads curious pily pays them the agreed upon 10 percent of the
splashes across the ground as something massive hurtles about travelers? It’s not likely when you see them level their treasure (less any sand skiffs lost) and spreads tales of
from the night sky, its toothy maw agape. crossbows and let loose a rain of bolts into the caravan. the character’s prowess among other Wavir traders.
Word of the heroes’ deeds spreads to the other great
Go to Tactical Encounter 3-1: Silken Surprise. When Tyron and his men attack, Rhotan Vor maneu- merchant houses and soon brings lucrative offers to
vers the sand skiffs into a U-shaped barrier which their doorstep.
The Terror of Tsalaxa he hopes will give him, his men, and the characters The heroes have also, however, made a powerful
The assassins hired by House Tsalaxa to deal with the some cover from the missiles. If the characters simply enemy in Haneth Tsalaxa and his house, and pos-
characters have failed so far. However, House Tsalaxa hunker beneath the skiffs with the rest the caravan sibly in whatever faction of Templars he has paid
is now aware that the characters have found the trea- crew, however, Rhotan Vor curses them as cowards to smooth his transactions in Tyr and elsewhere. It
sure of Darom Madar and are on their way to Tyr. and demands they engage the enemy and earn their is likely that the frustrated Tsalaxa elder will seek
Eager to recover the treasure, Haneth has sent one of cut of the treasure. revenge against the upstart heroes who robbed
his own relatives to lead a pair of skilled assassins in a Go to Tactical Encounter 3-2, The Terror of him and his house of both a fortune in treasure
final attack against the caravan. Tsalaxa. and the glory of bringing it home in triumph. This
Tyron Tsalaxa is Haneth’s youngest cousin and will only be worsened if the characters raise a
eager to prove himself to the house leader. He and his Aftermath public fuss about having been attacked by agents of
hand-picked assassins ride to battle mounted on crod- If the characters search the body of Tyron Tsalaxa, House Tsalaxa or show off Tyron’s ring as evidence
lus (Tyron rides the war crodlu). They plan to use the they find a signet ring on his left hand bearing the of Tsalaxa treachery. Such accusations will gain
ferocious beasts as deadly living weapons against the symbol of his house. Even if they don’t recognize it them nothing but more intense hatred from Haneth
characters. as the symbol of house Tsalaxa, Rhotan Vor does. By Tsalaxa. If Tyron was killed during the final battle, as
If Tyron has a weakness, it is a reckless confidence now, they should know the story of House Madar’s is likely, that serves as another strike against them.
in his own skill. This overconfidence leads him to fall at the hands of its villainous rivals. The fact that Even though Haneth had no particular fondness for
forsake an ambush and attack the characters directly. House Tsalaxa has made numerous attempts on their his cousin, such a killing is still one more reason to
He believes ferocity and mobility granted by the well- lives should prompt the characters to be circumspect hate the characters and plot revenge.
trained crodlu mounts will be more than a match once they reach Tyr, because it would seem they have Finally, should a living scion of House Madar
for anything the heroes can throw at them. When he made dire enemies even before setting foot in the emerge (or even a false claimant to the line), they too
launches the attack, he and his men simply ride over great city. may take issue with the characters laying claim to
a dune into plain view and let fly on the heroes. their ancestral wealth.

When Tyron attacks, read: Conclusion With a bit of experience under their belts, the
characters should be ready for Marauders of the Dune
The desert morning dawns hot and bright, but today the When the characters reach the gates of Tyr, they Sea, which will expose them to even more adventure
heat is not so oppressive. Perhaps it only feels this way have accomplished something legendary. Not only on and around Tyr.
because you near your destination, the great city-state have they found and plundered an ancient treasure
of Tyr, where you will sell the fabulous treasure in the vault, they have overcome the dangers of the wastes,
sand skiffs.

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Encounter 1-1: Yassi, Halfling Wilder (W)


Small natural humanoid, halfling
Level 3 Artillery
XP 150
Drokan,
Dwarf Sunpriest (D)
Level 5 Artillery (Leader)

Medium natural humanoid, dwarf XP 200


Crimson Oasis HP 38; Bloodied 19
AC 15, Fortitude 14, Reflex 15, Will 16
Initiative +4
Perception +2 HP 52; Bloodied 26 Initiative +3
Speed 6 AC 18, Fortitude 17, Reflex 16, Will 18 Perception +6
Encounter Level 3 (XP 725) Speed 5 Low-light vision
Traits
Nimble Reaction Saving Throws +5 against poison effects
Setup A halfling wilder gains a +2 bonus to AC against opportunity Traits
1 dwarf sun priest (D) attacks. Stand the Ground
1 half ling wilder (W) Combat Advantage A dwarf sunpriest can move 1 square fewer when subject to
3 human wasteland raiders (R) A halfling wilder deals 1d6 extra damage against any tZarget pull, push, or slide.
granting combat advantage to it. Steady-Footed
Tactics Standard Actions A dwarf sunpriest can make a saving throw to avoid
m Club (weapon) F At-Will falling prone.
When combat begins, regardless of whether the Standard Actions
Attack: Melee 1 (one creature); +8 vs. AC
Crimson Vipers surprise the characters, the human m Gouge (fire, weapon) F At-Will
Hit: 1d6 + 2 damage.
wasteland raiders charge forward and engage the R Mind Thrust (psychic) F At-Will Attack: Melee 1 (one creature); +12 vs. AC
characters with their spears while Drokan and Yassi Attack: Ranged 10 (one creature); +8 vs. Will Hit: 1d8 + 3 fire damage.
keep their distance and assault the heroes with Hit: 1d10 + 3 psychic damage, and the target grants combat R Bright Ray (implement, radiant) F At-Will
ranged attacks. Drokan targets a character engaged advantage until the start of the wilder’s next turn. Attack: Ranged 10 (one creature); +10 vs. Reflex
Skills Acrobatics +9, Stealth +9, Thievery +9 Hit: 1d10 + 4 radiant damage, and the target takes a -2 penalty
in melee with bright ray to hamper the hero’s attacks
Str 11 (+1) Dex 16 (+4) Wis 12 (+2) to attack rolls until the start of the sunpriest’s next turn.
and uses sun’s blessing on a wasteland raider as soon
Con 14 (+3) Int 11 (+1) Cha 17 (+4) Sun’s Blessing (fire, healing) F Encounter
as one of them becomes bloodied. Yassi lashes out at a Effect: One ally within 5 squares of the sunpriest regains 10 hit
Alignment unaligned Languages Common
potential enemy spellcaster with mind thrust, focusing points. Until the end of the sunpriest’s next turn, that ally
Equipment club
his attacks on a single target to gain combat advantage deals 5 extra fire damage with its melee attacks, and any
and deal extra damage. The wasteland raiders fight enemy that hits that ally with a melee attack takes 5 fire
viciously, ganging up on a single character to take damage.
him or her out of the fight in a single round where Skills Dungeoneering +11, Endurance +11, Religion +9
Str 13 (+3) Dex 12 (+3) Wis 18 (+6)
possible.
Con 16 (+5) Int 15 (+4) Cha 15 (+4)
The bandits know there is a bounty on their heads
Alignment unaligned Languages Common, Dwarven
and do not expect mercy from the heroes, so they Equipment hide armor, mace, totem
fight to the death.

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3 Human Wasteland Raiders (R)


Medium natural humanoid, human
Level 2 Soldier
XP 125 each
Features of the Area Boulders: The three largest boulders in this area
are 10 feet high. A DC 10 Athletics check is required
HP 40; Bloodied 20 Initiative +5 Illumination: Daylight.
to climb atop of one.
AC 18, Fortitude 16, Reflex 14, Will 13 Perception +2 Dunes: The small dunes in this area are difficult
Speed 6
Oasis: This small, muddy pool is only two feet
terrain. A Medium character who falls prone in a
Standard Actions deep. It is difficult terrain.
space with dunes gains total concealment to ranged
m Dagger (weapon) F At-Will Trees/Scrub: The stunted desert trees and scrub
attacks.
Attack: Melee 1 (one creature); +9 vs. AC provide cover to adjacent creatures.
Hit: 1d4 + 5 damage.
M Barbed Spear (weapon) F At-Will
Requirement: The raider must not have a creature grabbed.
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 1d8 + 5 damage, and the target is grabbed.
M Gutting Dagger (weapon) F At-Will
Attack: Melee 1 (one creature grabbed by the raider);
+10 vs. AC
Hit: 3d4 + 5 damage, and ongoing 5 damage (save ends).
Skills Intimidate +5
Str 18 (+5) Dex 14 (+3) Wis 12 (+2)
Con 16 (+4) Int 8 (+0) Cha 9 (+0)
Alignment unaligned Languages Common
Equipment hide armor, barbed spear, dagger

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Encounter 1-2: The elven assassins fight to the death, having no Defiler Assassin (D)
Medium natural humanoid, human
Level 4 Artillery
XP 175
immediate means of escape. The defiler assassin,
Wasteland Assassins however, uses the speed of his mount to avoid death
HP 45; Bloodied 22
AC 16, Fortitude 15, Reflex 17, Will 15
Initiative +5
Perception +2
if possible. If the characters cannot catch the fleeing Speed 6
Encounter Level 3 (XP 700) assassin, he joins up with the assassin squad waiting Traits
to attack the heroes in the Canyon of Guthay. Defiling
Setup Whenever a defiler assassin uses an implement power, each
1 crodlu (C) Development enemy within 3 squares of it takes 2 necrotic damage.
1 defiler assassin (D) Searching the corpses of slain assassins reveals little Implement Assassin
3 elven assassins (E) other than that they were well-equipped. If the char- A defiler assassin deals 1d6 extra damage with attacks with
the implement keyword against any target granting combat
acters wait for Rhotan Vor’s caravan to catch up with
Tactics them, the dwarven trader can tell them little about
advantage to it.

The elven assassins begin combat by using critical aim Standard Actions
the identity of the mysterious assassins. m Staff (weapon) F At-Will
and then launching a volley of arrows at the charac-
Attack: Melee 1 (one creature); +7 vs. AC
ters while the defiler sits atop his crodlu and blasts Crodlu (C) Level 3 Brute Hit: 1d8 + 1 damage.
the characters with hand of blight. The assassins rely Large natural beast (reptile) XP 150 R Hand of Blight (implement, necrotic) F At-Will
solely on ranged attacks until the heroes either charge HP 55; Bloodied 27 Initiative +3 Attack: Ranged 10 (one creature); +10 vs. Fortitude
up the dune and engage them in melee or prove to AC 15, Fortitude 17, Reflex 15, Will 13 Perception +1 Hit: 1d8 + 4 necrotic damage, and the target grants combat
Speed 8
have effective ranged attacks of their own. advantage until the end of the defiler assassin’s next turn.
Standard Actions R Ashen Scourge (fire, implement, necrotic) F Encounter
Once melee is joined, the elven assassins use their
m Beak F At-Will Attack: Ranged 5 (one creature); +10 vs. Fortitude
ability to shift 1 square after a successful attack with Attack: Melee 1 (one creature); +6 vs. AC Hit: 2d8 + 4 fire damage, and the target grants combat advan-
their short swords to move into flanking positions Hit: 1d8 + 4 damage. tage and takes ongoing 5 necrotic damage (save ends both).
against the heroes. Once an elven assassin has combat m Claws F At-Will Triggered Actions
advantage against a character, it uses razor f lurry each Attack: Melee 1 (one creature); +6 vs. AC Defiling Scourge (healing) F Encounter
round. The elves use elven accuracy to reroll a missed Hit: 1d6 + 4 damage. Trigger: An enemy within 10 squares of the defiler assassin
attack with razor flurry but not with their melee or M Pounce F At-Will spends a healing surge.
Effect: The crodlu can move its speed. Whether or not the Effect (Free Action): The defiler assassin regains a number of hit
ranged basic attacks.
crodlu moves, it can use beak and claws, making each attack points equal to half the value of the triggering healing surge,
The defiler assassin uses the speed of his crodlu
against the same target. If both attacks hit, the target also and ashen scourge recharges.
mount to remain out of range of character melee falls prone Skills Arcana +11, Bluff +9, Stealth +10
attacks. He primarily relies on hand of blight to attack Str 19 (+5) Dex 15 (+3) Wis 11 (+1) Str 13 (+3) Dex 16 (+5) Wis 10 (+2)
the characters at range but moves in closer to smite a Con 15 (+3) Int 3 (-3) Cha 8 (+0) Con 15 (+4) Int 18 (+6) Cha 15 (+4)
bloodied character with ashen scourge if the opportu- Alignment unaligned Languages – Alignment evil Languages Common, Draconic
nity presents itself. The defiler assassin uses defiling Equipment orb, spellbook
scourge only if wounded or if he has used ashen scourge
during the combat. If forced into melee, he relies on
the melee attacks of his crodlu mount rather than his
own.

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3 Elven Assassins (E)


Medium fey humanoid, elf
Level 2 Skirmisher
XP 125 each
Features of the Area
HP 37; Bloodied 18 Initiative +6 Illumination: Daylight.
AC 16, Fortitude 14, Reflex 16, Will 14 Perception +3 Boulders: The boulders in this area are 5 to 10
Speed 7 feet high. A DC 10 Athletics check is required to
Traits climb on top of one.
Wild Step
Dune: The dunes are difficult terrain, as marked
An elf ignores difficult terrain when it shifts.
on the map (by triangles).
Standard Actions
m Obsidian Short Sword (weapon) F At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d6 + 3 damage, and the elven assassin shifts 1 square.
r Bone Bow (weapon) F At-Will
Attack: Ranged 20 (one creature); +7 vs. AC
Hit: 1d10 + 3 damage.
M Razor Flurry (weapon) F At-Will
Effect: The elven assassin makes two obsidian short sword
attacks against the same target. If both attacks hit, the
target takes ongoing 5 damage (save ends).
Minor Actions
Critical Aim (weapon) F Recharge 4 5 6
Effect: The elven assassin’s bone bow gains the high crit quality
until the start of its next turn.
Free Actions
Elven Accuracy F Encounter
Effect: The elven assassin rerolls one of its attack rolls and uses
the second result.
Skills Athletics +8, Bluff +7, Stealth +9
Str 14 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 13 (+2) Cha 13 (+2)
Alignment evil Languages Common, Elven
Equipment obsidian short sword, bone bow, 20 bone arrows

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Encounter 2-1: The skeletons, once soldiers of House Madar, hang 9 Decrepit Skeletons (S)
Medium natural animate
Level 1 Minion
XP 25 each
back and pelt the characters with ranged attacks
Cavern of while keeping spread out to avoid area effects. The
HP 1; a missed attack never damages a minion. Initiative +3
AC 16, Fortitude 13, Reflex 14,Will 13 Perception +2
skeletons enter melee only if cornered.
Eternal Conflict Speed 6 Darkvision
Immune disease; poison
Encounter Level 4 (XP 800)
Development Standard Actions
Characters examining destroyed undead can find m Obsidian Longsword (weapon) F At-Will

Setup signet rings, talismans, and other bits and pieces Attack: Melee 1 (one creature); +6 vs. AC
bearing the marks of both House Tsalaxa and House Hit: 4 damage.
1 black reaver zombie (B) r Bone Shortbow (weapon) F At-Will
9 decrepit skeletons (S) Madar. A simple DC 10 History check allows the
Attack: Ranged 15/30 (one creature); +6 vs. AC
3 zombies (Z) characters to correctly identify the symbols of both
Hit: 3 damage.
houses. Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
When the undead animate, read: Con 13 (+1) Int 3 (–4) Cha 3 (–4)
Black Reaver Zombie (B) Level 5 Lurker
The cavern suddenly explodes into unnatural life as nearly Medium natural humanoid (undead) XP 200 Alignment Unaligned Languages —
a dozen corpses animate and climb unsteadily to their HP 51; Bloodied 25 Initiative +10 Equipment heavy shield, obsidian longsword, bone shortbow,
AC 19, Fortitude 17, Reflex 19, Will 16 Perception +2 arrows (30)
feet. Zombies and skeletons armored in rotting tatters
Speed 7 Blind, blindsight 10
and clutching an assortment of broken, decrepit weapons
Immune blinded, disease, gaze, poison; Resist 10 necrotic 3 Zombies (Z) Level 2 Brute
unleash a chorus of guttural howls and then lurch to the
Traits Medium natural animate XP 125 each
attack. Scoured by Light HP 40; Bloodied 20 Initiative –1
A black reaver zombie that takes radiant damage cannot use AC 13, Fortitude 13, Reflex 9, Will 10 Perception +0
Tactics shadow burst until the end of its next turn. Speed 4 Darkvision
The zombies and skeletons in this encounter attack as Standard Actions Immune disease, poison; Resist 10 necrotic;
two separate groups. Although they don’t work against m Bite (necrotic) F At-Will Vulnerable 5 radiant

each other, they don’t go out of their way to help one Attack: Melee 1 (one creature); +10 vs. AC Traits
Hit: 1d6 + 3 damage plus 1d6 necrotic damage, or plus 3d6 Zombie Weakness
another. This is because there is still enough emo-
necrotic damage against a creature that could not see the Any critical hit to the zombie reduces it to 0 hit
tional residue in the rotting brains of these undead points instantly.
zombie at the start of the zombie’s turn.
to recreate some of the animosity between the two Move Actions Standard Actions
groups when they were alive. Shadow Burst (teleportation, zone) F Recharge 4 5 6 m Slam F At-Will
The black reaver zombie was once a defiler assas- Effect: the black reaver teleports 5 squares, and then creates Attack: Melee 1 (one creature) +6 vs. AC
sin in the employ of House Tsalaxa. It uses shadow a zone in a close burst 1 that lasts until the start of its next Hit: 2d6 + 2 damage.
burst to teleport into the middle of the characters and turn. The zone blocks line of sight for all creatures except M Zombie Grab F At-Will
the zombie, and any other creature except the zombie is Attack: Melee 1 (one creature); +4 vs. Reflex
catch as many as possible in the resulting zone of
blinded while within the zone. Hit: The target is grabbed (until escape). Checks made to
darkness, then focuses its attacks on blinded charac-
Skills Stealth +11 escape the zombie’s grab take a -5 penalty.
ters. The rest of the zombies do what zombies do best: Str 14 (+3) Dex 6 (–1) Wis 8 (+0)
Str 10 (+2) Dex 19 (+6) Wis 10 (+2)
they lurch into melee with the closest character. Con 15 (+4) Int 8 (+1) Cha 12 (+3) Con 10 (+1) Int 1 (–4) Cha 3 (–3)
Alignment chaotic evil Languages Common Alignment Unaligned Languages —

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Features of the Area


Illumination: Darkness.
Ceiling: The ceiling is 15 feet high.
Corpses: Squares with common corpses (not
undead) are difficult terrain.
Rubble: Squares with rubble are difficult terrain.

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Encounter 2-2: Crypt Dynera Madar does not enter melee immediately.
Instead, the weeping wraith attacks from a distance
of Sorrow with woeful blast targeted against obvious spellcast-
Lyos & Taran Madar,
Phantom Warriors (P)
Level 4 Soldier

ers or heroes not engaged in melee. Dynera enters Medium shadow humanoid XP 175 each
Encounter Level 4+ (XP 875+) melee with her sorrowful touch when one of her sons is HP 40; Bloodied 20 Initiative +5
destroyed. AC 18, Fortitude 16, Reflex 15, Will 16 Perception +2
Setup The undead fight to their destruction. Speed 6, Fly 6 (hover); phasing darkvision
Dynera Madar, weeping wraith (D) Immune disease; poison; Resist insubstantial
Lyos & Taran Madar, phantom warriors (P) Traits
4+ wisp wraiths (W) Dynera Madar, Level 5 Controller (Leader) Phantom Tactics

Sorrowstone hazard (S) Weeping Wraith (D) A phantom warrior has combat advantage against any target
Medium shadow humanoid XP 200 that has another phantom warrior adjacent to it.
When the undead attack, read: HP 44; Bloodied 22 Initiative +2 Standard Actions
AC 16, Fortitude 16, Reflex 16, Will 17 Perception +2 m Phantom Sword (necrotic) F At-Will
Suddenly, the terrible sound of a woman weeping fills Speed Fly 6 (hover) Darkvision Attack: Melee 1 (one creature); +9 vs. Reflex
the room and numerous ghostly shadows rise from the Immune disease; poison; Resist insubstantial Hit: 1d8 + 2 necrotic damage, and the target is marked until
sarcophagi and floors. The specters glide silently across the Traits the end of the phantom warrior’s next turn.
room, their ghostly visages twisted in rage and grief. O Weeping Aura (psychic) F Aura 2 Str 14 (+4) Dex 12 (+3) Wis 11 (+2)
Living creatures within the aura take a -1 penalty to all Con 12 (+3) Int 10 (+2) Cha 14 (+4)
Tactics defenses. Alignment Any Languages Common
Standard Actions
When battle begins, the wisp wraiths engage the
m Sorrowful Touch (necrotic, psychic) F At-Will
characters in melee. Lyos and Taran take up positions 4 Wisp Wraiths (W) Level 1 Minion
Attack: Melee 1 (one creature): +9 vs. Reflex Medium shadow humanoid XP 25 each
next to the sorrowstone. The two phantom warriors Hit: 1d6 + 3 necrotic damage, and the target is grief stricken AC 13, Fortitude 11, Reflex 15, Will 12 Initiative +3
hope to lure the characters adjacent to the sorrow- (save ends). While grief stricken, the target gains vulnerable HP 1; a missed attack never damages a minion. Perception +0
stone to trigger its terrible power before engaging the psychic 5 and is dazed. Speed Fly 6 (hover); phasing darkvision
heroes. Once the phantom warriors enter melee, they R Woeful Blast (psychic) F At-Will Immune disease, poison; Resist insubstantial, 10 necrotic;
fight as a pair, focusing their attacks on a single char- Attack: Ranged 10 (one creature); +9 vs. Will Vulnerable 5 radiant
Hit: 1d8 + 4 psychic damage, and the target takes a -2 penalty Standard Actions
acter to gain the benefits of phantom tactics.
to attack rolls (save ends). m Shadow Caress (necrotic) F At-Will
The wisp wraiths use phasing to move through
Triggered Actions Attack: Melee 1 (one creature); +4 vs. Reflex
the floors and gain advantageous positions against C Woeful Shriek (psychic) F Encounter Hit: 4 necrotic damage, and the target is slowed until the end
the heroes. They use shadow caress indiscriminately, Attack: Close burst 5 (enemies in burst); +8 vs. Will of the wisp wraith’s next turn
simply targeting the nearest character with their Hit: 2d8 + 4 psychic damage, and the target is grief stricken Move Actions
necrotic touch. (save ends). While grief stricken, the target gains vulnerable Shadow Glide F Encounter
psychic 5 and is dazed. The wisp wraith shifts up to 6 squares.
Skills Stealth +7 Skills Stealth +8
Str 10 (+2) Dex 11 (+2) Wis 10 (+2) Str 3 (–4) Dex 17 (+3) Wis 10 (+0)
Con 9 (+1) Int 10 (+2) Cha 16 (+5) Con 13 (+1) Int 4 (–3) Cha 15 (+2)
Alignment Unaligned Languages Common Alignment Chaotic Evil Languages Common

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Features of the Area Sarcophagi: The smashed sarcophagus is difficult


terrain that provides cover. The intact sarcophagi are
Sorrowstone Level 4 Warder Illumination: Darkness
4 feet high and provide cover. A character can jump
Hazard (S) XP 175 Ceiling: The ceiling is 15 feet high.
atop an intact sarcophagus with a DC 15 Athletics
This huge stone obelisk stands 10 feet tall and has been carved Rubble: Squares with rubble are difficult terrain.
with the names of House Madar ancestors. A palpable aura of check.
grief and loss surrounds the stone in a heavy shroud. Sorrowstone: The sorrowstone is blocking terrain
Hazard: This stone, imbued with grief and rage, has become that provides cover.
a battery of negative emotion created by the tragic events
that befell House Madar. It leeches negative emotion from
nearby living creatures and uses this stolen energy to create
wisp wraiths.
Perception
No perception check is necessary to notice the stone.
Trigger
When a living creature enters a square adjacent to the
sorrowstone, it makes the following attack.
Attack
Immediate Reaction Melee 1
Attack: +7 vs. Will
Hit: 1d8 + 3 psychic damage, and a wisp wraith appears in an
unoccupied square adjacent to the target. The sorrowstone
can create only a single wisp wraith from any one living
creature. A creature whose negative emotions have already
fueled the creation of a wisp wraith still suffers psychic
damage from the sorrowstone’s attack.
Countermeasures
The sorrowstone can be attacked (AC 14, Fortitude 10;
hp 60). When the hazard is reduced below half its starting
hit points, it can no longer create wisp wraiths. When the
hazard is reduced to 0 hit points, it is destroyed.

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Encounter 2-4: The Darom Madar, Level 4 Solo Controller Minor Actions
Lesser Oath Wight (D) R Accursed Gaze (charm) F At-will (1/round)
Rage of Darom Medium natural humanoid (undead), human
HP 224; Bloodied 112
XP 875
Initiative +4
Requirement: The wight must be bloodied.
Attack: Ranged 5 (one creature); +8 vs. Will
Madar AC 18, Fortitude 16, Reflex 15, Will 17 Perception +2
Hit: The target is dominated until the end of the wight’s
Speed 6 Darkvision
next turn.
Encounter Level 5 (XP 875) Immune disease, poison; Resist 10 necrotic;
Triggered Actions
Vulnerable 10 radiant
C Oath’s Agony (necrotic) F Recharge 5 6
Setup Saving Throws +2; Action Points 2
Trigger: An adjacent enemy takes damage.
Traits
Darom Madar, lesser oath wight (D) Attack (Immediate Reaction): Close burst 1 (triggering enemy);
O Inevitable Failure F Aura 2
Treasure (T) +6 vs. Will
Enemies within the aura that aren’t dominated by the wight
Hit: 1d6 + 4 necrotic damage, and the target is dazed until the
take a -2 penalty to attack rolls, skill checks, and ability checks.
Tactics Standard Actions
end of the wight’s next turn.
Promised Return F Encounter
Darom Madar opens combat by moving forward and m Rotting Touch (necrotic) F At-Will
Trigger: The oath wight drops to 0 hit points.
blasting the party with frustration’s fury. He tries to Attack: Melee 1 (one creature); +8 vs. Fortitude
Effect (No Action): The oath wight is removed from play until the
Hit: 1d8 + 4 necrotic damage, and the target cannot regain hit
catch as many heroes in the blast as possible. He then start of its next turn. The wight then appears with hit points
points until the end of the wight’s next turn.
spends one of his action points to follow with rotting equal to its bloodied value in an unoccupied square within 5
C Frustration’s Fury (charm, psychic) F Recharge when the
touch on an adjacent character and allows the damage wight uses promised return.
squares of its last location.
to trigger oath’s agony on the same target. Str 12 (+3) Dex 14 (+4) Wis 10 (+2)
Attack: Close burst 5 (enemies in burst); +6 vs. Will
Con 16 (+5) Int 12 (+3) Cha 18 (+6)
When he is bloodied, he targets a spellcaster with Hit: 1d10 + 4 psychic damage, and the target uses a free action
Alignment evil Languages Common
accursed gaze each round, hoping to turn his target to make an at-will attack of the wight’s choice, which can
into a living weapon. When he returns because of include a charge, against a creature of the wight’s choice.
promised return, he appears adjacent to a bloodied Miss: Half damage, and the target is dazed until the end of the
wight’s next turn.
character and spends his last action point to make
two rotting touch attacks against the unfortunate hero.
He also triggers oath’s agony on the stricken character
for a triple dose of necrotic pain. In the second round
after Darom rejoins the fight with promised return, he
uses frustration’s fury again and then resorts to rotting
touch and oath’s agony until either he or the characters
are destroyed.

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The Vault of Darom Madar

Features of the Area


Illumination: Darkness
Ceiling: The ceiling is 15 feet high.
Treasure: Squares with treasure are difficult
terrain.

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Encounter 2-5: Defiler Assassin (D)


Medium natural humanoid, human
Level 4 Artillery
XP 175
3 Elven Assassins (E)
Medium fey humanoid, elf
Level 2 Skirmisher
XP 125 each

Assassin Ambush HP 45; Bloodied 22


AC 16, Fortitude 15, Reflex 17, Will 15
Initiative +5
Perception +2
HP 37; Bloodied 18
AC 16, Fortitude 14, Reflex 16, Will 14
Initiative +6
Perception +3
Speed 6 Speed 7
Encounter Level 4 (XP 900)
Traits Traits
Defiling Wild Step
Setup Whenever a defiler assassin uses an implement power, each An elf ignores difficult terrain when it shifts.
1 defiler assassin (D) enemy within 3 squares of it takes 2 necrotic damage. Standard Actions
3 elven assassins (E) Implement Assassin m Obsidian Short Sword (weapon) F At-Will
2 goliath thugs (G) A defiler assassin deals 1d6 extra damage with attacks with Attack: Melee 1 (one creature); +7 vs. AC
the implement keyword against any target granting combat Hit: 1d6 + 3 damage, and the elven assassin shifts 1 square.
As soon as the characters exit the vault and reenter advantage to it. r Bone Bow (weapon) F At-Will
the Canyon of Guthay, the assassins are waiting for Standard Actions Attack: Ranged 20 (one creature); +7 vs. AC
them. Pay close attention to how the players described m Staff (weapon) F At-Will Hit: 1d10 + 3 damage.
their actions after the fight against Darom Madar, Attack: Melee 1 (one creature); +7 vs. AC M Razor Flurry (weapon) F At-Will
because it can determine whether they enter this Hit: 1d8 + 1 damage. Effect: The elven assassin makes two obsidian short sword
R Hand of Blight (implement, necrotic) F At-Will attacks against the same target. If both attacks hit, the
combat with the benefit of a short rest. The assassins
Attack: Ranged 10 (one creature); +10 vs. Fortitude target takes ongoing 5 damage (save ends).
make no attempt to hide and simply attack the heroes
Hit: 1d8 + 4 necrotic damage, and the target grants combat Minor Actions
on sight. advantage until the end of the defiler assassin’s next turn. Critical Aim (weapon) F Recharge 4 5 6
R Ashen Scourge (fire, implement, necrotic) F Encounter Effect: The elven assassin’s bone bow gains the high crit quality
Tactics Attack: Ranged 5 (one creature); +10 vs. Fortitude until the start of its next turn.
As soon as the assassins see the characters, the Hit: 2d8 + 4 fire damage, the target grants combat advantage Free Actions
goliath thugs use stone’s endurance and rush forward and takes ongoing 5 necrotic damage (save ends both) Elven Accuracy F Encounter
into melee. The elven assassins open fire with their Triggered Actions Effect: The elven assassin rerolls one of its attack rolls and uses
Defiling Scourge (healing) F Encounter the second result.
bone bows, and the defiler assassin blasts the heroes
Trigger: An enemy within 10 squares of the defiler assassin Skills Athletics +8, Bluff +7, Stealth +9
with hand of blight. In the second round, the elven
spends a healing surge. Str 14 (+3) Dex 17 (+4) Wis 14 (+3)
assassins and the defiler assassin slowly move for- Effect (Free Action): The defiler assassin regains a number of hit Con 13 (+2) Int 13 (+2) Cha 13 (+2)
ward while continuing to use ranged attacks. The points equal to half the value of the triggering healing surge, Alignment evil Languages Common, Elven
goliath thugs both use push through on the closest and ashen scourge recharges. Equipment obsidian short sword, bone bow, 20 bone arrows
character and follow that up with a greatclub attack Skills Arcana +11, Bluff +9, Stealth +10
on the prone hero. Str 13 (+3) Dex 16 (+5) Wis 10 (+2)
In the third round, the elven assassins abandon Con 15 (+4) Int 18 (+6) Cha 15 (+4)
Alignment evil Languages Common, Draconic
their bows and join the goliaths in melee. The defiler
Equipment orb, spellbook
assassin chooses this point to use ashen scourge on a
likely spellcaster, preferably one who is bloodied or at
least injured.
All the assassins fight to the death.

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The Vault of Darom Madar

2 Goliath Thugs (G)


Medium natural humanoid
Level 4 Brute
XP 175 each
Features of the Area Boulders: The boulders are 10 feet high. A DC 10
Athletics check is required to climb atop one.
HP 65; Bloodied 32 Initiative +4 Illumination: Daylight.
Trees/Scrub: The stunted desert trees and scrub
AC 16, Fortitude 18, Reflex 15, Will 15 Perception +4 Dunes: The dunes are difficult terrain, as marked
Speed 6
provide cover to adjacent creatures.
on the map. A Medium character who falls prone in
Standard Actions a space with dunes gains total concealment to ranged
m Greatclub (weapon) F At-Will
attacks.
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 2d6 + 5 damage.
Minor Actions
Push Through F Recharge when first bloodied
Attack: Melee 1 (one creature); +5 vs. Fortitude
Hit: The goliath pushes the target, knocks it prone, and shifts 1
square into the square the target vacated.
Stone’s Endurance F Encounter
Effect: The goliath gains resist 5 to all damage until the end of
its next turn.
Triggered Actions
M Vengeful Clout (weapon)
Trigger: The goliath drops to 0 hit points.
Attack (Immediate Interrupt): Melee 1 (one creature);
+5 vs. Fortitude
Hit: 3d6 + 5 damage, and the target falls prone.
Str 20 (+7) Dex 14 (+4) Wis 15 (+4)
Con 15 (+4) Int 11 (+2) Cha 10 (+2)
Alignment evil Languages Common
Equipment hide armor, great club

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Encounter 3-1: Silk Wyrm Adult (S) Level 3 Solo Skirmisher Move Actions
Large natural magical beast (reptile) XP 750 Serpent Strike F At-Will
Silken Surprise HP 174; Bloodied 87 Initiative +7 Effect: The wyrm shifts half its speed.
AC 17, Fortitude 16, Reflex 17, Will 14 Perception +3 Minor Actions
Encounter Level 3 (XP 750) Speed 6, fly 8 (clumsy) Low-light vision C Mesmerizing Dread (fear, psychic) F Recharge 4 5 6
Saving Throws +5; Action Points 2 Attack: Close burst 5 (enemies in burst); +6 vs. Will
Setup Traits Hit: 1d8 + 3 psychic damage, and the wyrm slides the target
Blood Scent 3 squares. The target takes a -2 penalty to all defenses until
1 silk wyrm adult (S)
A silk wyrm’s attacks against bloodied creatures ignore the end of the wyrm’s next turn.
concealment.
Tactics Standard Actions
Shadow Form F Recharge when first bloodied
Effect: The wyrm gains insubstantial and phasing. While in
The silk wyrm singles out a target and concentrates m Bite (poison) F At-Will this form, the wyrm gains a +5 bonus to Stealth checks but
on it. If it can surprise its target, it uses bite in the Attack: Melee 2 (one creature); +8 vs. AC cannot attack. It can resume its normal form as a
surprise round and then follows up with another bite Hit: 1d10 + 3 poison damage, and the target is slowed free action.
in the first full round. If the silk wyrm’s target is not (save ends). Triggered Actions
First Failed Saving Throw: The target is immobilized (save ends). M Silk Strands (acid) F At-Will
at least immobilized after the first round, then on
Second Failed Saving Throw: The target is helpless (save ends). Trigger: An enemy hits the wyrm with a melee or close attack.
the second round, it uses serpent strike to shift away,
M Feed (healing) F At-Will Effect: Before the attack, the wyrm shifts 1 square.
followed by mesmerizing dread to pull its target along Attack: Melee 2 (one immobilized, restrained, or helpless Attack (Immediate Reaction): Melee 3 (triggering enemy);
with it. It then spends an action point to make two bite creature); +6 vs. Fortitude +6 vs. Reflex
attacks against the target. Hit: The target loses 1 healing surge and the silk wyrm regains Hit: 1d6 + 3 acid damage, and the target is restrained
If the silk wyrm is unable to kill or immobilize its 10 hit points. (save ends).
initial target and the rest of the characters are alerted M Wyrm Strike F At-Will Skills Stealth +10
to its presence, it does not shrink from combat. When Effect: The wyrm uses bite twice, making each attack against a Str 14 (+3) Dex 18 (+5) Wis 14 (+3)
different target. Con 14 (+3) Int 7 (-1) Cha 11 (+1)
confronted with multiple foes, it uses wyrm strike to
attack two characters and serpent strike to shift out of Alignment unaligned Languages –

disadvantageous positions. The silk wyrm relies on


silk strands to keep its victims wrapped up, and uses
feed on any immobilized, restrained, or helpless tar-
gets when the opportunity arises.

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The Vault of Darom Madar

Features of the Area


Illumination: Night.
Boulders: The boulders are 10 feet high. A DC 10
Athletics check is required to climb atop one.
Dunes: The dunes are difficult terrain, as marked
on the map. A Medium character who falls prone in
a space with dunes gains total concealment to ranged
attacks.
Sand Skiffs: The sand skiffs sit roughly 2 feet off
the ground, leaving room for a prone character to
crawl beneath one. A character beneath a sand skiff
has superior cover (-5 to attack rolls).

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The Vault of Darom Madar

Encounter 3-2: The Tyron keeps his mount and snipes with his hand Tyron Tsalaxa (T)
Medium natural humanoid, human
Level 5 Elite Lurker
XP 400
crossbow until the veteran assassins enter melee. At
Terror of Tsalaxa that time he spurs his mount into a charge and uses
HP 102; Bloodied 51
AC 19, Fortitude 15, Reflex 17, Will 15
Initiative +9
Perception +3
pouncing mount on a character that appears wounded. Speed 6
Encounter Level 6 (XP 1,250) Then, like his men, he dismounts and fights apart Saving Throws +2; Action Points 1
from his crodlu. He seeks out the most potent melee- Traits
Setup oriented character to engage. Tyron holds onto his Combat Advantage
2 crodlus (C) hand crossbow and uses double sting each round, Tyron deals 1d6 extra damage against any target granting
Tyron Tsalaxa (T) all the while shifting about the battle field to gain combat advantage to him.
1 war crodlu (W) combat advantage through a flank where possible. Standard Actions
2 veteran assassins (V) m Rapier (weapon) F At-Will
Tyron is fatally overconfident in his ability; he
Attack: Melee 1 (one creature); +9 vs. AC
fights to the death. Even when bloodied and obviously
Tactics losing, he refuses to believe he can be beaten. The
Hit: 2d6 + 3 damage, and Tyron shifts 1 square.
r Hand Crossbow (weapon) F At-Will
Tyron and his assassins make good use of their crod- veteran assassins also refuse to surrender but fight Attack: Ranged 10/20 (one creature); +9 vs. AC
lus’ mobility during the fight. When combat begins, desperately to the end. Hit: 1d6 + 3 damage, and ongoing 5 poison damage
they spend a standard action to open fire on the (save ends).
characters with ranged attacks and then use their 2 Crodlus (C) Level 3 Brute M Double Sting F At-Will
mount’s movement to stay out of melee. If the charac- Large natural beast (reptile) XP 150 Effect: Tyron makes a rapier and a hand crossbow attack, each
ters prove to have potent ranged attacks of their own, HP 55; Bloodied 27 Initiative +3 against a different target. He does not draw an opportunity
the veteran assassins dismount and send their crodlus AC 15, Fortitude 17, Reflex 15, Will 13 Perception +1 attack from the target of the rapier attack when making the
Speed 8 hand crossbow attack.
into melee with the characters. The beasts have been
Standard Actions Minor Actions
trained for this type of combat and eagerly pounce
m Beak F At-Will C Gaudy Feint F Recharge 6
into the fray. The veteran assassins continue to fire Attack: Melee 1 (one creature); +8 vs. AC Attack: Close burst 3 (enemies in burst); +6 vs. Will
their crossbows, moving steadily forward until they Hit: 1d8 + 4 damage. Hit: The target grants combat advantage to Tyron until the
are within melee range, at which time they switch to m Claws F At-Will end of his next turn.
their long swords. Attack: Melee 1 (one creature); +8 vs. AC Skills Bluff +9, Insight +8, Stealth +10
Hit: 1d6 + 4 damage. Str 15 (+4) Dex 17 (+5) Wis 12 (+3)
M Pounce F At-Will Con 14 (+4) Int 13 (+3) Cha 15 (+4)
Effect: The crodlu can move its speed. Whether or not it moves, Alignment evil Languages Common
it can use beak and claws, making each attack against the Equipment leather armor, obsidian rapier, hand crossbow,
same target. If both attacks hit, the target also falls prone 10 poisoned bolts
Str 19 (+5) Dex 15 (+3) Wis 11 (+1)
Con 15 (+3) Int 3 (-3) Cha 8 (+0)
Alignment unaligned Languages –

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The Vault of Darom Madar

2 Veteran Assassins (V) Level 4 Skirmisher War Crodlu (W) Level 5 Brute
Medium natural humanoid, humanoid XP 175 Large natural beast (reptile) XP 200
HP 54; Bloodied 27 Initiative +7 HP 76; Bloodied 38 Initiative +5
AC 18, Fortitude 16, Reflex 16, Will 15 Perception +4 AC 17, Fortitude 19, Reflex 17, Will 15 Perception +3
Speed 6 Speed 8
Standard Actions Standard Actions
m Bone Longsword (weapon) F At-Will m Beak F At-Will
Attack: Melee 1 (one creature); +9 vs. AC Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d8 + 3 damage. If the target is granting combat advan- Hit: 2d6 + 3 damage.
tage to the veteran assassin, the target takes ongoing 5 m Claws F At-Will
damage (save ends). Attack: Melee 1 (one creature); +10 vs. AC
r Crossbow (weapon) F At-Will Hit: 1d8 + 4 damage.
Attack: Ranged 20 (one creature); +9 vs. AC M Pounce F At-Will
Hit: 1d8 + 3 damage. Effect: The crodlu can move its speed. Whether or not it moves,
M No Escape (weapon) F Recharge 5 6 it can use beak and claws, making each attack against the
Requirement: The veteran assassin must have combat advan- same target. If both attacks hit, the target also falls prone
tage against the target. Triggered Actions
Attack: Melee 1 (one creature); +9 vs. AC Pouncing Mount (mount) F Encounter
Hit: 2d8 + 3 damage, and the target falls prone and is slowed Trigger: The crodlu charges an enemy while mounted by a
(save ends). friendly rider of 5th level or higher.
Minor Actions Effect (No Action): The crodlu’s rider can make a melee basic
Flanking Step F At-Will attack as a free action against the target of the crodlu’s
Effect: The veteran assassin can shift 1 square as a minor action charge.
if the shift puts it into a flanking position against an enemy. Str 20 (+7) Dex 16 (+5) Wis 13 (+3)
Skills Athletics +10, Bluff +8, Stealth +10 Con 16 (+5) Int 3 (-2) Cha 8 (+1)
Str 16 (+5) Dex 17 (+5) Wis 14 (+4) Alignment unaligned Languages –
Con 14 (+4) Int 13 (+3) Cha 13 (+3)
Alignment evil Languages Common
Equipment bone longsword, crossbow, 10 bolts

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The Vault of Darom Madar

Features of the Area Dunes: The dunes are difficult terrain, as marked About the Author
Aeryn “Blackdirge” Rudel has been a professional game
on the map. A Medium character who falls prone in
Illumination: Daylight. designer since 2005. His recent author credits include The
a space with dunes gains total concealment to ranged Lost Cistern of Aravek, Chaos Scar: Crawling Fane, and Chaos Scar:
Boulders: The boulders are 10 feet high. A DC 10
attacks. Dead by Dawn. Aeryn currently lives in Seattle, Washington
Athletics check is required to climb atop one.
Sand Skiffs: The sand skiffs sit roughly 2 feet off with his wife Melissa, a nongamer whose tolerance for her
Dry Oasis: This area was once a vibrant oasis, but husband’s geekery borders on the supernatural.
the ground, leaving room for a prone character to
the water ran dry years ago. The pool is filled with
crawl beneath one. A character beneath a sand skiff
a thick layer of silt which is very difficult to move
has superior cover (-5 to attack rolls).
through and counts as difficult terrain.

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Campaign Workshop:
Hero Battle: Elminster
an encounter for paragon or
epic player characters
By Chris Sims
illustration by Alexi Aparin
TM & © 2010 Wizards of the Coast LLC All rights reserved.

Learn ye well the lesson of the pebble that begets a landslide. Likewise a
single ­betrayal unleashed the Spellplague, whose consequences yet dance
and ­stagger across Toril, and beyond.
 —Elminster, 1479 DR

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4
Campaign Workshop: Hero Battle

Within Shadowdale dwells a living legend, a man Encounter Background They never returned. Dalefolk also witnessed an iron
who has seen much of what Toril and its connected dragon headed to the site, but no one saw it come
The Simbul went mad, and the Sage of Shadowdale
worlds offer. From humble origins, he has been a back.
was forced to defend himself against her hunger. His
warrior, a brigand, a thief, a wizard, a devotee of the The fey of Shadowdale then detected a disturbing
victory in that grim battle might be worse than if he
gods, and even, at one time, a woman. He has walked development. Something was tapping the geomagi-
had lost. Elminster destroyed the Simbul. In so doing,
among the heavens, and he has been through hell. cal energy around the River Ashaba. The drawing of
however, he unleashed what she held within her.
The love of a goddess raised him up, and the treach- power from this source has become dangerous to the
Like a victim of his own bard’s tongue with his words
ery of another deity laid him low again. In countless land, and small natural disasters—tremors, sinkholes,
about the Spellplague in the Year of the Ageless One,
ways, Faerûn followed him. Still Elminster’s name and spontaneous mote eruptions—have started to
Elminster has become infected with remnants of the
falls from lips in the recounting of mighty deeds—his occur. Strange amorphous beings, possibly sharns,
cataclysm that occurred long ago. At present, he too
own and those he has aided or encouraged. have been seen in the Druid’s Grove. Localized
hungers.
Mystra’s death at the hands of Cyric stilled one plaguelands have sprung up only to disappear in short
Now the man who willingly gave up villainy has
immortal heart and broke another. The unraveling order.
been unwillingly cast into the role of villain again.
of the magic Mystra kept bridled in her Weave undid Lady Addee Ulphor sends for well-known heroes to
He has become a threat to the Dalelands, and left
more than a few mages, and it unhinged the minds of look into these occurrences. Investigation of the areas
unchecked, he might become a greater threat still.
more. With her undoing nearly came Elminster. This where strangeness has occurred is needed. However,
The characters in your campaign have to face this
loss of power has taken its toll on the Old Sage. Want- priority goes to the task of seeing what happened at
fallen myth to end the threat. But the clever and the
ing little more than to be left alone, he now dwells in the Silverhand farm.
wise might save the Old Sage from himself.
the Silverhand farm in Shadowdale with no one less
than the erstwhile Witch Queen of Aglarond, Alassra What the Characters Know What’s Happening?
Shentrantra Silverhand, the Simbul. Elminster has absorbed the Spellplague energies the
Shadowdale folk witnessed from afar the arcane
Rumors have said as much, but the rumors also Simbul once kept in check. Now he is crazy. In his
inferno that was the battle between Elminster and the
assume that the Simbul takes care of Elminster. insanity, he has learned he can tap the land for sus-
Simbul. Magical elements lit the sky with their varied
The reverse is actually true. The Spellplague left the tenance and power. His tapping into the geomagical
colors for a long while one summer night. Thunder
Simbul weak of mind, hardly able to contain the ener- power has begun to infect the nearby land with what
pealed and unnatural sounds echoed through the
gies within her. To help the woman that has become he carries in his body, creating warping effects like
dale. Silence finally settled in. The world held its
his lover, Elminster makes and acquires items of those of the Spellplague. The infection is spreading.
breath.
power for her to consume and stave off the madness In his state, despite his normal goodness, Elmin-
Then a vortex of dark clouds and violet fire
her condition brings for a while longer. He has little ster knows only foes. He suspects anyone who comes
erupted in the same place. An inhuman scream thun-
time for anything else, treating almost any visitor as is a greedy usurper of his rightful property. Those
dered for miles, waking those who had snatched some
an unwelcome distraction. who face him, such as the characters, have no time
sleep after the earlier disturbance. An eerie storm
This scenario assumes much about the nature of to negotiate. Death was the fate of those who came
raged across the dale that night, pouring rain so thick
the Simbul’s sickness, and it presupposes that Elmin- before. Even the iron dragon Angkus failed to escape
that some said all the gods were weeping.
ster finally fails in his attempts to help her. the Old Sage’s wrath.
Everyone nearby knew the location of these
events—the old Silverhand farm. A few folks were
even brave enough to go see what had happened.

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Campaign Workshop: Hero Battle

Silverhand Farm Elminster Aumar Level 19 Solo Controller C Ragefire Nova (fear, fire, psychic) F Recharge 6
Medium natural humanoid, human XP 12,000
Attack: Close burst 2, close burst 3 while bloodied (creatures in
Encounter Level 21 (12,000 XP) HP 728; Bloodied 364 Initiative +13
burst); +22 vs. Will
AC 33, Fortitude 31, Reflex 32, Will 30 Perception +14
Hit: 4d10 + 16 fire damage, and ongoing 15 psychic damage
Setup Speed 6, teleport 6
(save ends), and Elminster pushes the target up to its
Elminster (E) Saving Throws +2; Action Points 2
speed + 1.
Traits
Miss: Half damage, and Elminster pushes the target 3 squares.
The characters come to the scene from the area O Mystic’s Clarity F Aura 3
Minor Actions
marked as their approach. Due to his connection to While Elminster is not bloodied, enemies in the aura take a C Fire Strike (fire, force) F At-Will (1/round while not
the land, Elminster knows they’ve come. –2 penalty to saving throws, and Elminster scores a critical hit
bloodied)
against them on a natural 19–20.
When the characters see the area, read: Attack: Close blast 3 (creatures in blast); +22 vs. Reflex
Rage of the Sage
Hit: 1d12 + 5 fire and force damage.
If this woodland clearing ever enclosed a farm, no sign While Elminster is bloodied, all his defenses become 30, and
Change Shape (polymorph) F At-Will
remains besides what could be a pond on the far side. In his standard action attack powers deal 2d10 extra damage and
Effect: Elminster alters his physical form and clothing to appear
place of a house and outbuildings is a scorched crater. 5 extra ongoing damage.
as a Medium or Small humanoid until he uses change shape
Sage’s Alacrity
Plants and trees are burned and flattened near the again or until he drops to 0 hit points. To assume a specific
Elminster makes two initiative checks, and he takes a full turn
depression. In the center of the crater, at its deepest point, individual’s form, Elminster must have seen that individual.
on each initiative result. He receives one immediate action
are the blasted remains of a dragon. Around the bones are Other creatures can make a DC 40 Insight check to discern
between the end of one of his turns and the start of another.
that the form is a disguise.
runes and stone nodules that look skull-like. Small bursts of Sage’s Countermagic
Triggered Actions
blue fire dance on the runes and the stones. At the end of each of his turns, Elminster ends any dazing,
Elemental Intuitive F At-Will
In the center of it all is an old, bearded man with immobilizing, restraining, slowing, or stunning effect on him.
Trigger: An enemy takes ongoing damage of a type to which it
white hair. Red robes hang in tatters about him, revealing Standard Actions is resistant.
a muscular form. An ornate scabbard hangs from his m Thunderstrike Longsword (thunder, weapon) F At-Will
Effect (Immediate Reaction; Immediate Interrupt while bloodied):
Attack: Melee 1 (one creature); +24 vs. AC
ruined belt, but the blade is in his right hand, point in the Close burst 10 (triggering enemy in burst); Elminster changes
Hit: 4d8 + 5 damage, and ongoing 15 thunder damage (save
ground. He eyes you darkly, blue light flickering in his eyes. the damage type to another to which the enemy is not resis-
ends), and Elminster pushes the target up to 4 squares and
He snatches a smoking pipe from his mouth with a clack tant and imposes a –5 penalty to the saving throw against
knocks it prone.
that damage.
against his teeth. Miss: Elminster pushes the target up to 2 squares.
Skills Arcana +21, History +21, Nature +19
“I’ve told ye to leave me be. Now ye’ve come for my r Arcane Fire (fire, force) F At-Will
Str 13 (+10) Dex 18 (+13) Wis 20 (+14)
power, have ye? Ye’ll not have it!” Attack: Ranged 10 (one creature); +22 vs. Fortitude
Con 22 (+15) Int 25 (+16) Cha 17 (+12)
Hit: 3d10 + 7 force damage, and ongoing 15 fire damage
Elminster attacks immediately. Alignment unaligned Languages all
(save ends).
Equipment robes, longsword, pipe
Arcana Check (Minor Action; DC 23): Effect: The target is slowed until the end of Elminster’s next
turn. If the target is already slowed and taking ongoing
Elminster is using the arcane arrangement of runes to
damage, it is instead immobilized (save ends).
draw on the geomagical energy moving through the area.
Elminster is carrying a huge amount of arcane power,
having drawn it from the magic of the environment. He is The character knows Arcana or Endurance allows the
sure to be more potent while he stays in that mystical nexus. grounding in the nexus.
Grounding yourself in the nexus could be beneficial.

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Campaign Workshop: Hero Battle

Geomagical Configuration Tactics Expanding the Encounter


The area within, but not including, the runed squares Elminster fights like a mage unafraid of his attackers. Clearing Shadowdale of the effects of Elminster’s
(see “Features of the Area”) grants Elminster blind- He prefers to stay in the geomagical configuration. doings requires the characters to hunt down the
sight across the whole map. Within it, he reduces any When he becomes surrounded, however, he uses rage- anomalous effects and unusual creatures attracted
push, pull, or slide effect against him by 1 square and fire nova or teleport to escape. He moves to put a cliff to the area. A whole adventure could revolve around
can attempt a saving throw against being knocked between him and the characters. After he draws the this incident. It might involve the sharns and other
prone, remaining standing if he saves. He also main- characters to him, he returns to occupy the geomagi- plaguechanged creatures, as well as angry fey.
tains mystic’s clarity while bloodied while within cal configuration. Campaign Arc: If the characters allow Elminster
the area. No one can teleport into the geomagical to escape this encounter, he eventually leaves Shad-
configuration. Conclusion owdale, heading east or south. He ends up in Halruaa
Arcana or Endurance (Minor Action; DC 22): Characters who subdue rather than kill Elminster or Deep Imaskar, leaving ruin in his wake. This arc
The character taps into the ­geomagical configura- can attempt to cure the Old Sage of his madness. is sure to involve the sharns, the Order of Blue Fire,
tion until the start of his or her next turn, gaining Such a task requires a Remove Affliction ritual and eventually the Masters of Absolute Accord. For
the reduction of forced movement and the saving against a 19th-level effect. Elminster then has the more information on these subjects, see Forgotten
throw against being knocked prone, as well as the Simbul’s hunger for magic, which is most easily sated Realms® Campaign Guide.
ability to ignore the saving throw penalty of mystic’s with magic items. Curing him of this affliction is an
alacrity. A character who already has a capability, adventure in and of itself. Pulling off such a feat is About the Author
Chris Sims has played roleplaying games for 30 years, and
such as the dwarf ’s Stand Your Ground, gains 1 accomplishing something Elminster couldn’t do for he has helped produce games for nearly 10. Before he laired
extra square of forced-movement reduction and the Simbul. in the Seattle exurbs, he was an editor/designer at Wizards
+4 to saving throws against being knocked prone. of the Coast. There, he worked Duel Masters, Dungeons &
Dragons, and Magic: The Gathering. Now he blogs about
The character can make a similar check to trigger the D&D game for critical-hits.com and is up to no good as a
second wind as a minor action. Once a character game-industry freelancer.
does this, further checks to tap the configuration
are impossible for the rest of the encounter.

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Campaign Workshop: Hero Battle

Features of the Area


Cliffs: Along the west and southeast, these escarp-
ments (Athletics DC 16 to climb) are 25 feet high.
The ridges to the east are
only 15 feet high.
Dragon Remains:
Each square of this
mass of blasted bones is
­difficult terrain.
Flattened Trees:
These blasted trunks and
branches, hardened by
arcane energy, are dif-
ficult terrain. A creature
knocked prone on them
takes 1d6 damage.
Rocks: Rocky areas
marked with triangles
are difficult terrain.
Boulders without
­triangles are 5-foot low
obstacles (Athletics DC
12 to climb). A creature
knocked prone on them
takes 1d6 damage.
Runed Squares:
These runes and the
skull-like rock nodules
around them are harm-
less to intruders (Arcana
DC 31 to discern).
Trees: ­Forested
squares are difficult
terrain and lightly
obscured.

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the
Slaver’s
Stone
an adventure for 5th level characters
By Robert J. Schwalb
illustration by William O’Connor F cartography by Mike Schley

TM & © 2010 Wizards of the Coast LLC All rights reserved.

“The Slaver’s Stone” is an ­adventure for five 5th-


level ­characters. What appears to be a straight-
forward ­mission to rescue abducted folk from the
settlement of Cled gets derailed by a betrayal.

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the Slaver’s Stone

Background rescue her, they can learn important information The Consequences of Time
about how to defeat the wereboar before he gets to the
Cautious adventurers might take one or more
A few days ago, a wereboar slaver named Magrak Slaver’s Stone. That night, however, Zestren makes off
extended rests during the adventure. This is bad news
Ironjaw attacked the remote village of Cled to capture with the captive and hauls her to the oracle at Cloven
for the poor prisoners, because the villains aren’t
prisoners he intended to sell as slaves. Magrak, his Skull. Cluff, dismayed, must choose to either follow
going to put their plans on hold for 6 hours. Luckily,
own troops, plus those of the Proud Boys bandits, led the traitor or to push on to rescue the greater number
extended resting shouldn’t be necessary thanks to the
the prisoners across the King’s Wall and into the scar, of his folk.
Companions (see below). Still, the adventurers might
bound for the Slaver’s Stone not far from the valley take their time, and if they do, they face specific
mouth. There, he hopes to offload the chattel to an consequences.
orc chieftain who is known to be a good customer for Planting the Seeds First Extended Rest: Cluff and the minions
slavers. abandon the party unless the characters can persuade
If your group is not quite ready to handle this adven-
Hot on the wereboar’s heels, however, is Cluff them otherwise. You should run this as a complexity
ture, consider planting the following seeds so that
Maclire, chief and warleader at Cled. He nearly 1 skill challenge involving DC 17 Bluff, Diplomacy,
when the characters hit 5th level, they’ll have extra
caught the slaver, but lost Magrak’s trail at the King’s or Intimidate checks. Success means Cluff sticks
incentive to hunt down Magrak.
Wall. Cluff then traveled to Restwell Keep, where around. Failure means he doesn’t, resorting to combat
Maclire Clansperson: A character might have
he hopes to round up support from Lord Drysdale to if he must.
been born in Cled. Cluff is assumed to be human, but
rescue his people. Second Extended Rest: The captive at the Stone
you can swap out his race to match a character in the
party. Ties to the clan should be enough to draw the Forest is eaten. Add 1 orc chieftain (Monster Manual,
Adventure Synopsis character into the plot. page 204) and 8 orc warriors (Monster Manual, page
Magrak Encounter: The characters might meet 203) to Tactical Encounter 3: Chain Gang.
The adventure begins at Restwell Keep. There, the Third Extended Rest: Magrak sells all the pris-
Magrak in a tavern where he treats them poorly.
characters run across Cluff, who asks them for help oners at the Slaver’s Stone and is gone by the time
Or they might encounter his handiwork when they
after being rebuffed by the bailiff, who wants no the adventurers reach the place. The characters have
discover a sacked village or a burned homestead.
trouble with the notorious slaver. Cluff, with his own failed. They might rescue the prisoners from the orc
Because Magrak is likely more powerful than the
warriors, the characters, and a guide named Zestren, chieftain, though how this might play out is up to you.
adventurers, efforts to confront him should be dif-
heads into the Chaos Scar to pick up the bandits’ trail.
ficult and include side treks to lure the adventurers
The expedition winds up at the Crossroads where
onto different paths until they are ready for this
Treasure
the Proud Boys, who parted ways with the wereboar, “The Slaver’s Stone” awards six treasure parcels from
adventure.
are camped. From them, the characters learn where party level 5. Items should come from the players’
Zestren: Drop Zestren’s level to one lower than
Magrak was headed. wish lists. If the characters near 6th level by the last
the characters’ and have him accompany them as
The adventurers can then move to intercept the encounter, add the remaining parcels for their level to
a companion character for a few encounters. This
slaver band. They nearly catch up with them at the make sure they are properly equipped. In that case,
establishes a rapport between the party and the
Stone Forest, a blighted area of petrified trees, but are add the extra parcels to “Chain Gang” and “Eyes in
traitor.
delayed by several harpies. Magrak, it appears, offered the Darkness.”
the harpies a sacrifice—a young woman—to gain safe
passage through their territory. If the characters

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the Slaver’s Stone

Parcel Contents Location Zestren plans to abduct a rescued prisoner at some Keep alone, hires the adventurers, and sends them
10 110 gp Bounty on point during the journey and bring the captive to the on their way. Zestren appears at the Slaver’s Stone to
Magrak’s Head
ghouls as a sacrifice. Zestren is not completely com- steal a prisoner to give to the guardians.
4 Level 6 item “Local Color”
mitted to the plan and has not yet worked out how it
5 2 potions of healing, “Local Color”
will happen, so he is not beyond saving. If the oppor- Cluff Maclire
350 gp
tunity presents itself, however, Zestren will take it and Cluff Maclire is a middle-aged, lanky, pale human war-
8 300 gp, 400 sp “Dung and
Feathers” complete his slide into evil. rior with stringy brown hair going to gray. He wears
7 298 gp, 396 sp, 240 cp “Chain Gang”
a tartan kilt and a leather jack studded with metal
9 Potion of lifeshield “Guardians of spikes. He carries a bastard sword in a sheath hanging
(AV 188), 80 gp the Skull” Minor Quest: Stop down the middle of his back. He is a plain-spoken man
1 Level 9 magic item “Eyes in the Dark” Zestren’s Treachery with little patience for nonsense and no tolerance for
cowardice. He has vowed to kill Magrak Ironjaw and
Unless stopped, Zestren steals a captive and makes
Zestren off for the Cloven Skull to learn what secrets he can
save his people even if it costs his own life.
Zestren joins Cluff Maclire’s expedition at Restwell
from the oracle. The adventurers can foil this plot by Zestren
Keep. He claims to know the land around the Scar
uncovering his true motives or stopping him from
well. Zestren has an ulterior motive in joining the Zestren is a graceful eladrin warrior dressed in
escaping with a prisoner.
group, however—he intends on betraying them. traveler’s clothing and chainmail covered by a long,
Quest XP: 200 for the group.
The eladrin is desperate to learn the fate of Riddle, blue-gray cloak. He carries a longsword in a scab-
his lover who was lost during another adventure bard hanging from his leather belt. He says little and
long ago. Riddle was swallowed up in a dark portal appears to disdain humans.
beneath a ruined keep somewhere near Winterhaven.
Zestren has spent his time trying to recover his lover
Companions Something about Zestren
with little luck. His efforts eventually put him on the Two companion characters, Cluff and Zestren, plus The characters have several opportunities to talk with
path to the Lake Oracle who lived just outside the ten minions join the characters’ adventuring group. Zestren before his betrayal. Learning more about
Scar in a cave known as the Cloven Skull. Zestren Divide the minions between the players but consider him and winning his friendship can reveal what he
convinced himself the oracle was the only path to controlling the two companion characters yourself. If intends. This skill challenge takes place over several
Riddle and thus sought her out. you have too much to handle already, you can assign hours and can be run during short rests or through
When he reached the site, he was barred passage these characters to the players, but be sure to keep roleplaying while the party travels.
to her by a pair of wicked ghouls who demanded a Zestren’s motives secret. A handout at the end of this Level: 4 (XP 175)
living sacrifice before they would allow him passage. adventure contains all the statistics for these charac- Complexity: 1 (requires 4 successes before 3
Zestren withdrew and stewed on their demand the ters. If Zestren becomes an enemy, use his statistics as failures)
long weeks since. The more he thought on it, the more given on page 11. Primary Skills: Arcana, Bluff, Diplomacy, Insight
convinced he became that it was the only way. When The companions and minions add a new dimen- Arcana (DC 17; standard action; 1 success, maxi-
he heard of Cluff ’s predicament, he was certain it sion to a traditional adventure, but if they prove too mum 1 success): The character identifies Zestren
would give him the means to acquire a suitable sacri- much to handle, you can adjust the adventure to run as a swordmage and recalls something useful about
fice while still doing some good. it without them. In that case, Cluff comes to Restwell swordmage training, which can provide the character

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the Slaver’s Stone

with a topic to discuss with Zestren (and allow for Success: The character or characters gain 11. The Stumbling Giant (afternoon until
further bonding). Swordmages gain a +5 bonus to this Zestren’s trust and he divulges his whole sorry tale, morning): Cluff and company knock back grog at
check. including his terrible plan. He accepts any solution the Giant. As the hours wear on, their sobriety dimin-
Bluff (DC 12; 1 hour; 1 success, maximum 2 suc- the characters put forward—killing the ghouls, offer- ishes until the entire band passes out sometime after
cesses): A character uses false pretenses to learn more ing a villain as a sacrifice, or something else. midnight.
about Zestren. The first success reveals that he was an Failure: Zestren goes through with the plan. Also,
adventurer whose party met a terrible end beneath add 1 cackling harpy to Tactical Encounter 2: Stone Talking with Cluff
a ruined keep. A second success softens him up and Forest. The characters should run across Cluff in the Keep.
he reveals a bit about Riddle, his lost love, though he Make it clear that he’s an unhappy man on a mission.
keeps secret his efforts to recover her. A failed Bluff Getting Started Characters who approach him should learn the fol-
check results in two failures, closes off the Bluff skill lowing bits of information.
for the duration of the challenge, and increases all The adventure begins in Restwell Keep (see “The F Cluff Maclire is the chief of Clan Maclire, a
other DCs by 2. Keep on the Chaos Scar” in Dungeon 176). The adven- proud warrior tribe with a settlement several
Diplomacy (DC 12; 1 hour; 1 success, maximum 4 turers can be at the Keep for a variety of reasons, such leagues to the north “as the crow flies.”
successes): A character tries to befriend Zestren. The as picking up supplies, gathering information about F A few days back while Cluff and the warriors
first two successful checks reveal the same informa- another lead, or simply taking some well-deserved were orc-hunting, a coward named Magrak
tion as described under Bluff. The third check reveals downtime between expeditions. Restwell Keep is an Ironjaw raided the settlement, “burning all our
a general dislike for humans over the fact that a excellent base of operations, and likely the characters homes and stealing the women who chose to
human was responsible for Riddle’s apparent demise. are not strangers to the place. stay behind.” He knows it was Magrak because
A third or fourth success by the same character estab- Once the adventurers conduct all their business, “the women gave as good as they got and the
lishes a strong connection so that Zestren does not introduce them to Cluff Maclire. Cluff is at the follow- coward left his dead and dying behind for our
attack that character unless he is first attacked. ing locations at the indicated times. questioning.”
Insight (DC 7; 1 hour; 1 success, maximum 2 suc- 1. Main Gate (late morning): Cluff and his war- F Cluff is sure he can find the slaver at the
cesses): The character senses that Zestren is uneasy, riors enter the community to speak with the bailiff. Crossroads. He intends to head there first thing
and the uneasiness grows as the party travels into the 2a. Bailiff’s Tower (late morning): The bai- in the morning and “give that brigand the killing
Chaos Scar. A successful check by 5 or more grants an liff, who wants nothing to do with Magrak Ironjaw, he’s earned.”
extra success and also identifies that Zestren is griev- informs Cluff that he intends to send out a force to Any interest expressed by the characters about
ing. A character gains a bonus to Diplomacy checks deal with the slaver and then never does. Cluff ’s predicament results in the chieftain pushing
made during this challenge equal to the number of 9. Fountain Square (midday): Cluff makes a hard to recruit the adventurers to help him. At first,
successes earned from Insight checks. scene by haranguing locals about Magrak Ironjaw he runs with the honor bit—“An honorable warrior
Secondary Skill: Arcana and what he did to Cluff ’s folk—namely how the brute could see the righteousness of our cause.” If that fails,
Arcana (DC 17; standard action; +2 bonus to Diplo- stole their women and burned down their huts. After he resorts to guilt—“You wouldn’t doom innocents to
macy checks): A character mentions something about a few minutes of this, Kendon Longstrider and a an unspeakable fate, would you?” Finally, he settles
magic that impresses Zestren. A successful check handful of guards come in and break up the assembly for insults—“Well, I can see you lack the stones to go
grants the character a +2 bonus to Diplomacy checks to scattered applause. Cluff storms away to drink off with real warriors. When we get back, I’ll teach you
for the duration of the challenge. his rage at the Stumbling Giant. the basics of how to handle a spear.” If none of those

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the Slaver’s Stone

efforts works, Cluff and Zestren leave with their small Streetwise). The Maclire clansmen are fringe-dwell- On the Way
group of warriors but without the characters. ers, having little to do with civilized folks. Funny how
Three days later, one of those warriors returns to they come crying for help when they have to pay for Reaching the Crossroads involves following the old
describe how the expedition ended in ruin. Led by their independence (DC 12 Streetwise). trail toward the Chaos Scar. The characters might
their guide Zestren, a few of the best hunters sneaked encounter a few locals along the way. Consider inject-
into the slavers’ camp at night and freed just one Crossroads ing one or two of the following encounters during the
person, a young woman. Cluff hoped that she could Never heard of it (DC 7 Streetwise). Oh, that’s a nasty trek to the Crossroads.
provide information that would help the warriors place all right. I hear them humanoids in the Scar
defeat the slavers and release all the captives. Before string up those who offend them from the Gibbet Tree Escaped Prisoner
the warriors could strike in force, harpies ambushed (DC 12 Streetwise). It’s a bad place to linger, sure, but One of Magrak’s prisoners, a handsome young
them at the Stone Forest. During that fight, Zestren it’s also about the closest one comes to civilization in woman from Cled, escaped the wereboar. Unfortu-
and the rescued woman ran off, leaving everyone else that terrible place. Lots of bad folk meet there (DC 17 nately, Magrak dispatched his warriors to chase her
to their fate. Streetwise). down. Once the characters defeat the pursuers, then
As word of this spreads, Lord Drysdale raises the find the woman, Allysen can tell the adventurers that
bounty for Magrak Ironjaw’s head to 110 gp and also Magrak Ironjaw Magrak is headed for some place called the Slaver’s
offers 50 gp for Zestren’s head. Magrak Ironjaw is a warrior, slaver, and bandit. Stone, though she doesn’t know where that is. Cluff, if
Because of his depredations, Lord Drysdale has with the party, sends two warriors to escort her back
offered a 110 gp bounty for Ironjaw’s head. Few to their lands.
people have tried to hunt him down, and those who
Major Quest: Rescue Level 4 Encounter (XP 900)
have never return (DC 7 Streetwise). Magrak is a
Maclire’s Abducted Kin wereboar, a breed of lycanthrope that can trans- F 6 orc raiders (level 3 skirmisher, Monster Manual
The characters must track down Magrak Ironjaw form into a horrid dire boar (DC 12 Streetwise). He page 203)
and free the captives before he sells them to the orc runs with a mixed band of orcs, half-orcs, and other
chieftain. scum. Because he provides a needed ­commodity
Howling Pack
Quest XP: 200 per per character. (slaves), he comes and goes as he pleases in the A gnoll band spills across the countryside to attack
Chaos Scar (DC 17). the adventurers. They are undeterred by the char-
acters’ greater numbers. The gnolls’ erratic behavior
Zestren comes from the meal they made on strange mush-
Preliminary Investigation Zestren is new to the keep, having been around only rooms found in a nearby glade.
Before heading off to confront the wereboar at the for a few days. He keeps to himself and says little Level 5 Encounter (XP 1,200)
Crossroads, the characters might be keen to ask to anyone (DC 12 Streetwise). He perks up when F 2 gnoll claw fighters (level 6 skirmisher, Monster
around a bit to learn what they can. anyone mentions Magrak Ironjaw (DC 17 Streetwise). Manual page 132)
Some say he’s the only survivor of an adventuring F 1 gnoll huntmaster (level 5 artillery, Monster
Cluff Maclire group that met their match in a dungeon near Winter- Manual page 132)
A loudmouth and braggart, he talks big but no one haven (DC 22 Streetwise). F 4 hyenas (level 2 skirmisher, Monster Manual
around here has ever heard of him before (DC 7 page 166)

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Other Methods
The players might concoct some other way to track
down Magrak rather than confronting the Proud Boys
at the Crossroads. Using a ritual, scouring the lands
around the Chaos Scar, or implementing some other
method are all fine. You can still run “Local Color” as
written; just change the environment. The Proud Boys
might ambush the characters on the way to the Stone
Forest or on the way back to Restwell Keep.

Alternatively, cautious adventurers might try talk-


ing (or, they might beat the needed information from
a captive after defeating the bandits). In that case, run
Roaming Dead place to the ground. If your players have been here the “Interrogating the Brigands” skill challenge. If
before, adjust the following text as needed. parley occurs first, the bandit captain, a wily half-elf
A reckless necromancer was killed when he tried to
named Carrus, does the talking. Carrus is unpleasant,
raise an undead army. The results of his foolish ritual When the characters approach the Crossroads, has a foul mouth, and a leering eye. Otherwise, the
now roam the Chaos Scar. read: same information can come from any of the bandits.
Level 4 Encounter (XP 900) The muddy path leads to a road junction where you see Characters gain a +2 bonus to Intimidate checks if
F 2 wights (level 5 skirmisher, Monster Manual page a wooden fort and a couple of buildings. A large, metal they defeat the bandits first.
262) construction stands to one side, and from it hang iron cages.
F 20 decrepit skeletons (level 1 minion, Monster Ravens clot the cages, gorging themselves on the contents. Interrogating the Brigands
Manual page 234) Skill Challenge
The Proud Boys gang camps near the trading post.
Level: 5 (200 XP)
They are cruel brigands who sometimes work with
1. Crossroads Magrak when he needs more muscle than his own
Complexity: 1 (4 successes before 3 failures)
Primary Skills: Bluff, History, Insight, Intimidate,
team can provide. The bandits accompanied Magrak
The Crossroads are beyond the King’s Wall, about special
on his last expedition but split off from him to spend
halfway to the Chaos Scar, at the juncture of the Bluff (DC 17; 1 minute; 1 success, maximum 2
their pay at the trading post.
main trail and a second, smaller trail that leads to the successes): A character uses deception to winkle out
The characters can beat the information they need
north. Veterans of the Chaos Scar might have been the truth. The first success reveals the bandits are
from the brigands and, in fact, this might be the best
here before (see “The Crossroads” in Dungeon 176 for called the Proud Boys and that they “ain’t afraid o’ no
approach. In that case, go to Tactical Encounter 1:
an overview of the site) and might have left a mark ’venturers.” A second success gets them to admit they
Local Color.
here—such as killing all the locals and burning the

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know Magrak Ironjaw, “ jes saw ’im the day a’fore.” A learn the same information as above, but the bandits Betrayal
successful check by 5 or more results in an extra suc- follow them and attack while the heroes are engaged
If the adventurers haven’t yet uncovered Zestren’s
cess. A failed check nets a failure and closes off Bluff. against the harpies in Tactical Encounter 2: Dung and
sinister motives by the time the combat starts, Zestren
History (DC 17; 1 minute; 1 success, maximum 1 Feathers.
uses the chaos in the battle to snatch Lysa and make
success): A character recalls some exploit attributed to
off with her. Zestren attacks the woman, knocking her
the Proud Boys. A successful check reveals the Boys 2. Stone Forest unconscious. He then races off to the north to hand
are a gang who sometimes join forces with more pow-
her over to the ghouls.
erful groups. Success by 5 or more lets the character The Stone Forest is not an actual forest but rather a If the characters stop Zestren and take him alive,
remember the Boys once double-crossed an ogre collection of monoliths set here by people unknown they can get his story. Use the “Something about
named Blath and it’s said he still has an axe to grind for purposes unknown. Some claim they are teeth Zestren” skill challenge, substituting Intimidate for
against them. This information grants the character a liberated from a primordial’s mouth by a deft swing Diplomacy and fear for friendship. On the other
+2 bonus to Bluff and Intimidate checks for the dura- of Moradin’s hammer. Curious origins aside, the hand, if Zestren escapes with Lysa, the characters
tion of the challenge. Stone Forest is a popular roosting place for a band of must decide whether to give chase or to confront
Insight (DC 12; 1 minute; 1 success, maximum 1 harpies, who make it their business to torment folk Magrak. Cluff, assuming he’s still alive, argues they
success): The character reads the bandits. A successful coming and going from the Scar. Most locals toler- should press on (one life is not worth the dozen he
check reveals they are intimidated by numbers and ate their presence and bullying demands. Magrak is hopes to save). He does not, however, stop the charac-
might respond to violence. just such a local, and he offered one of his captives to ters from going to rescue Lysa, saying he hopes to “see
Intimidate (DC 12; 1 minute; 1 success, maximum silence the shrieking flock. them once they settle that business.”
2 successes): The character uses threats to start them The Stone Forest stands between the Slaver’s Stone
talking with the same results as described under and the Crossroads. The group can circumvent it
Bluff. easily, but trekking off the trail invites contact with << begin sidebar >>
Special: A character that kills a Proud Boy bandit other things haunting these parts (see “On the Way,” Major Quest:
gets their attention and earns the heroes 1 success. above, for possibilities). In any event, the heroes are Help Zestren
Killing a second bandit earns 1 failure and ends bound to hear the shrieking cries and the shouted Zestren is desperate to learn what befell Riddle and
the skill challenge in failure if it happens before the curses from their captive. how to bring her back. He begs the characters to
combat. Adventurers passing through learn the harpies’ help him restore Riddle or at least learn what hap-
Success: The captain (or prisoner) reveals that demand. Groups can pass freely if they offer up one pened to her.
they had hooked up with Magrak and helped raid a of their members (a minion will do), a pile of gold (at XP Reward: 350 per character.
settlement beyond the wall. Magrak paid them and least 5 gp per traveler), or some other valuable trinket.
left them here. They think Magrak is headed to the The harpies readily betray Magrak, telling the adven- << end sidebar >>
Slaver’s Stone, “ just beyond the Stone Forest.” They turers, if they ask, that he came this way. The harpies
can provide directions. After the heroes depart, attack anyone who refuses to pay for their passage.
the bandits track them and attack the first time the Under no circumstances will they release their pris-
heroes camp for an extended rest. oner voluntarily.
Failure: If the failure comes before combat, the Go to Tactical Encounter 2: Dung and
bandits attack. If it comes after, the adventurers Feathers.

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Pursuing Zestren Failure: The characters find the Cloven Skull but Lysa, the Prisoner
The adventurers might chase Zestren straightaway, get there too late to save Lysa. Proceed with “Seer in
Assuming Lysa survives, she proves helpful. She is a
in which case they have a chance to stop him before the Water,” below.
strong-willed woman with brown hair and blue eyes,
he reaches the Cloven Skull, or they might wait until and she wears a torn shirt and skirt. She has a fiery
Zestren Level 4 Soldier
the Magrak matter is concluded, thus consigning poor Medium fey humanoid, eladrin XP 175 disposition and a no-nonsense way about her. She
Lysa to certain death. The following skill challenge HP 52; Bloodied 26 Initiative +5 knows the following:
applies in either situation. AC 21, Fortitude 17, Reflex 17, Will 18 Perception +1 F Magrak is headed to the Slaver’s Stone, where
Level: 5 (200 XP) Speed 6 Low-light vision
he’s to meet an orc chieftain named Po to whom
Saving Throws +5 against charm effects
Complexity: 1 (requires 4 successes before 3 he hopes to offload his captives.
Standard Actions
failures) F The numbers and composition of Magrak’s
m Longsword (weapon) F At-Will
Primary Skills: Athletics, Endurance, Perception Attack: Melee 1 (one creature); +9 vs. AC forces.
Athletics (DC 12, group check; variable time; 1 suc- Hit: 1d8 + 5 damage, and the target is marked until the end of F That the Proud Boys were involved in the attack
cess, maximum 1 success): An Athletics group check Zestren’s next turn. on Cled.
must be attempted, and it can be attempted only once. M Greenflame Blade (fire, weapon) F At-Will Lysa is not about to go home. She joins Cluff ’s forces,
The characters run to catch up with the eladrin if Attack: Melee 1 (one creature); +9 vs. AC picking up spare armor and weapons from her
chasing him or must overcome some natural obstacle Hit: 1d8 + 6 fire damage. Each enemy adjacent to the target
cohorts.
takes 3 fire damage.
while tracking him. This is a group skill check with a
C Corrosive Ruin (acid, implement) F Recharge 5 6
success earned if half or more of the party succeeds
on their individual checks. Failure for the group earns
Attack: Close blast 3 (creatures in blast); +7 vs. Fortitude 3. Slaver’s Stone
Hit: 1d8 + 6 acid damage.
both 1 failure and 1 success. Move Actions The Slaver’s Stone takes its name for the business
Endurance (DC 17, group check; variable time; 1 Fey Step (teleportation) F Encounter conducted on the high, flat stone. Magrak named
success, maximum 1 success): An Endurance group Zestren teleports 5 squares. it himself. Magrak arrives at the Stone early and
check must be attempted, and it can be attempted Triggered Actions must wait several hours for the orc chieftain, Po, to
only once. The terrain is challenging, and the char- Blinking Blade (fire, teleportation) F At-Will
arrive. If the characters arrive in time, which they
Trigger: An adjacent enemy Zestren has marked shifts or
acters must struggle against its manifold hardships. do if they’ve been smart with their extended rests
makes an attack that does not include him as a target.
This is a group skill check with a success earned if (see “The Consequences of Time” on page 5), they
Effect (Immediate Interrupt): The triggering enemy takes 5 fire
half or more of the party succeeds on their individual damage, and then Zestren teleports 3 squares. can catch the wereboar without the orcs to give him
checks. Failure for the group earns both 1 failure and Skills Arcana +11, Athletics +10, History +11 trouble. In this situation, allow the characters to see
1 success. Str 16 (+5) Dex 12 (+3) Wis 8 (+1) the camp and where the creatures are positioned. The
Perception (DC 12, or 17 if tracking; variable time; Con 12 (+3) Int 18 (+6) Cha 12 (+3) characters can use Stealth against the sentries’ pas-
1 success, 2 successes maximum): A character tries to Alignment Evil Languages Common, Elven
sive Perception to move into position and, most likely,
keep Zestren in sight or follow his tracks. Up to four Equipment traveler’s clothes, chainmail, longsword
take the entire camp by surprise.
characters can aid on this check. Go to Tactical Encounter 3: Chain Gang.
Success: If chasing, the characters catch up with
Zestren, who surrenders and reveals the whole story.
He begs the characters to help him pass by the guard-
ians so he can speak with the oracle.

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4. The Lake Oracle Seer in the Water Bluff (DC 21; 1 minute; 1 success, maximum 4
successes): The character lies about the reason for
Beyond the ghouls at the Cloven Skull, the charac-
Although tangential to the main plot, the characters wanting the knowledge. For every 5 points by which
ters find a cramped, winding passage burrowing
might have cause to visit the seer of the Cloven Skull the check succeeds, the character earns an extra
deep into the mountain. The adventure assumes the
depending on how the story with Zestren plays out. ­success. Each failed check, in addition to counting as
tunnel leads more or less straight to the oracle, but
The Lake Oracle is an insane steel dragon, driven a failure, increases the DC for all skill checks related
feel free to add an extra encounter or two if you like.
mad through exposure to Far Realm bleed-through to the challenge by 2.
When the adventurers reach the end, they are on the
long ago. The dragon fled to the Chaos Scar to escape Diplomacy (DC 14; 5 minutes; 1 success, maximum
pebbled shore overlooking a broad, wide lake teeming
the voices and visions she experienced and now lairs 4 successes): The character makes an impassioned
with pale crustaceans and darting blindfish. Some
in a dark cavern. She subsists on the blindfish swim- plea to the dragon, explaining the information’s
distance away is the small, rocky island where the
ming in the underground lake where she makes her importance. For every 5 points by which the check
oracle makes her home.
home and has little to no contact with the other crea- succeeds, the character earns an extra success. This
If combat breaks out, go to Tactical Encounter 5:
tures found in her lair. skill can be used to gain 4 successes in this challenge.
Eyes in the Dark.
Zestren knows the location of the Cloven Skull History (DC 19; 5 minutes; 1 success, maximum 1
Heroes approaching the Lake Oracle with more
and can lead the characters there. Otherwise, the success): The character recalls some interesting his-
discretion, however, can instead try to persuade the
adventurers might come across the site through torical tidbit of interest to the dragon. In addition to
dragon to reveal a secret, foretell an event, or provide
happenstance, to seek out answers to their own que- counting as a success, a successful check also removes
some other bit of information the characters need to
ries, or to deal with the evil believed to linger here. 1 failure.
learn. If the characters take this approach, run the
Although the oracle might be dealt with without Insight (DC 8; 5 minutes; 1 success, maximum 1
“Consulting the Oracle” skill challenge.
combat, the self-styled guardians are dangerous. success): The character tries to ascertain the dragon’s
Consulting the Oracle desires. A success reveals the dragon is quite mad. A
The Cloven Skull Skill Challenge successful check, in addition to counting as a success,
The Cloven Skull is a queer rock formation in the side grants a +2 bonus to Diplomacy checks related to
Level: 8 (XP 350)
of the mountains forming the Chaos Scar and, as one the challenge. Success by 5 or more also reveals the
Complexity: 1 (requires 4 successes before 3
might expect, it appears to be an enormous human dragon might accept a gift.
failures)
skull chiseled from the stone and with a dark gap in Special: Offering the dragon a gift worth at least
Primary Skills: Arcana, Bluff, Diplomacy, His-
the center. 400 gp grants 2 successes, with 1 additional success
tory, Insight, special
Go to Tactical Encounter 4: Guardians of the for each additional 100 gp of its worth.
Arcana (DC 19; 5 minutes; 1 success, maximum 1
Skull. Secondary Skills: Intimidate
success): The character identifies the Far Realm influ-
Intimidate: The dragon does not respond to threats
ences in the dragon. A successful check, in addition
or bullying. Each attempted Intimidate check makes
to counting as a success, grants a +2 bonus to Bluff
the dragon angrier and results in an automatic
checks related to the challenge.
failure.

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Success: The dragon reveals useful information Conclusion About the Author
Robert J. Schwalb is an award-winning game designer who
pertaining to the questions the characters put for-
has contributed design to or developed over one hundred
ward. The quality of this information approximates The adventure ends when the characters rescue the roleplaying game titles for Dungeons & Dragons®, Warham-
to what a character might know with a successful DC prisoners from Magrak or, if the adventurers follow mer Fantasy Roleplay, A Song of Ice and Fire RPG, Star Wars RPG,
30 knowledge or monster knowledge check. This is up on the oracle, after getting the information they and the d20 system. Some of his more recent work for Wizards
of the Coast is in Player’s Handbook 3, Martial Power 2, and
an excellent place to see future quests, foreshadow or Zestren need (or slaying the dragon). If Cluff sur- Draconomicon 2: Metallic Dragons. In addition, he’s a regular
upcoming adventures, or reveal a secret about the vives, he thanks the heroes for their help and assures contributor to both Dragon and Dungeon magazines. Robert
campaign. If Zestren is with the party and he is them they will be treated like kings the next time lives, works, and will probably die in Tennessee.
allowed to ask after Riddle, the dragon reveals Riddle they come through Cled. If the characters helped
is dead and that her soul is being held by a necroman- Zestren learn Riddle’s fate (see Tactical Encounter 5:
cer named Kyrznan in the dark city of Gloomwrought Eyes in the Dark for more information on her fate),
(Manual of the Planes page 57). Riddle cannot be the eladrin is grieved by the knowledge but is more
restored to life until the soul is first recovered. resolved than ever to hunt down the necromancer
If the characters succeed on the skill challenge and free Riddle’s soul. Whether the characters
without accumulating any failures, the dragon accompany Zestren and what such a mission might
rewards the character with the highest Charisma entail is up to you.
score a boon. You also have the matter of the orc chieftain.
Po is angry about not getting his slaves and a little
Whispers from Beyond Level 9 snooping around should garner him the names of
You hear strange whispers and experience unsettling visions, the characters. He might seek revenge by attacking
yet from the confusing jumble can pick out useful insights.
the adventurers later or mount an attack on Restwell
Legendary Boon 4,200 gp
Keep. If, though, the adventurers failed to rescue the
Property: You gain a +1 item bonus to initiative and Perception
checks. prisoners, they might try to locate them and wrest
Power (Daily): Immediate Interrupt. Trigger: An enemy them from the orc. What did he want the slaves for?
enters a square adjacent to you. Attack: Melee 1 (trig- Where are they? Do they still live?
gering enemy); level + 3 vs. Will. Hit: The target grants
combat advantage and takes a –2 penalty to attack rolls
that include you as a target until the end of your next
turn.
Failure: The dragon grows angry and attacks the
heroes.

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1. Local Color If the heroes approach in the open, read: Half-Orc Hunter (H)
Medium natural humanoid
Level 5 Skirmisher
XP 200
A slim half-elf looks up from the mob and pins you with a HP 62; Bloodied 31 Initiative +7
Encounter Level 5 (1,025 XP) suspicious glare. “Looks like you chose a bad day to stop by, AC 19, Fortitude 18, Reflex 18, Will 16 Perception +3
right fellas?” Much laughter ensues. Speed 6 (8 while charging) Low-light vision
Setup Traits
1 half-elf bandit captain (C) Half-Elf Level 6 Skirmisher (Leader) Draw First Blood
1 half-orc hunter (H) Bandit Captain (C) The hunter’s melee attacks deal 1d10 extra damage against
Medium natural humanoid XP 250
1 human renegade mage (M) HP 69; Bloodied 34 Initiative +9
any target that has not yet taken damage during the encounter.
8 Proud Boy bandits (P) Standard Actions
AC 20, Fortitude 18, Reflex 19, Will 18 Perception +8
m Battleaxe (weapon) F At-Will
Speed 6 Low-light vision
Attack: Melee 1 (one creature); +10 vs. AC
The bandits aided Magrak Ironjaw and now camp Standard Actions
Hit: 1d10 + 5 damage.
here, finding creative ways to spend their coin. They m Longsword (weapon) F At-Will
r Longbow (weapon) F At-Will
owe Magrak no particular loyalty and are open to Attack: Melee 1 (one creature); +11 vs. AC
Attack: Ranged 20/40 (one creature); +10 vs. AC
Hit: 1d8 + 4 damage, and the captain shifts 1 square.
discussion since they are not particularly interested Hit: 1d10 + 5 damage.
r Dagger (weapon) F At-Will
in dying. M Evasive Chop (weapon) F At-Will
Attack: Ranged 5/10; +11 vs. AC
The captain, hunter, mage, and four bandits Effect: Before and after the attack, the hunter shifts 1 square.
Hit: 1d4 + 4 damage.
are at the site. The other four bandits are off doing Attack: Melee 1 (one creature); +10 vs. AC
M R Slash and Dash (weapon) F Recharge 4 5 6
Hit: 1d10 + 5 damage.
something bad in the trees. They come to investigate Effect: The captain makes a longsword attack, shifts 2 squares,
Triggered Actions
sounds of fighting at the start of the third round and then makes a dagger attack.
Furious Assault F Encounter
entering from the right side of the map. M Triggering Slash (weapon) F Recharge 5 6
Trigger: The hunter deals damage with an attack.
As noted above, if the characters arrive before the Attack: Melee 1 (one creature); +11 vs. AC
Effect (Free Action): The triggering attack deals 1d10
Hit: 1d8 + 4 damage, and one ally shifts 1 square and makes a
orcs, allow the characters to see the camp and where extra damage.
melee basic attack as a free action.
the creatures are positioned. The characters can use Skills Endurance +9, Nature +8
Skills Athletics +11, Diplomacy +11, Insight +8, Stealth +12
Stealth against the sentries’ passive Perception to Str 16 (+5) Dex 17 (+5) Wis 13 (+3)
Str 16 (+6) Dex 19 (+7) Wis 11 (+3)
move into position and possibly take the entire camp Con 14 (+4) Int 10 (+2) Cha 8 (+1)
Con 13 (+4) Int 10 (+3) Cha 16 (+6)
Alignment Unaligned Languages Common, Giant
by surprise. Alignment Unaligned Languages Common, Elven
Equipment leather armor, battleaxe, longbow, 20 arrows
Equipment leather armor, longsword, 6 daggers
When the heroes can see the encampment, read:
In the shadow cast by the wooden fort, you spy an Tactics Botching the Encounter
encampment with a fire burning in the center. A little more If the characters wipe out the bandits and learn noth-
The bandits fight simply, working in teams to flank
than a half-dozen humanoids loiter, drink, and carouse. ing from them, all is not lost. Millen Silvereye, the
while the mage hurls magic missiles and other spells
Each one wears a soiled bandage around his or her left psychic tiefling who runs the Trading Post, is relieved
into the party’s midst.
arm—probably a badge of some kind. to be rid of the bandits and tells the characters
everything they need to know in exchange for 50 gp.
Substitute someone else if Millen is dead or gone.

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Human Renegade Mage (M)


Medium natural humanoid
Level 4 Controller
XP 175
8 Proud Boy Bandits (P)
Medium natural humanoid
Level 5 Minion Skirmisher
XP 50 each
Features of the Area
HP 52; Bloodied 26 Initiative +4 HP 1; a missed attack never damages a minion. Initiative +6 Treasure: The captain has a level 6 magic item.
AC 17, Fortitude 13, Reflex 14, Will 15 Perception +5 AC 19, Fortitude 17, Reflex 17, Will 17 Perception +1 The bandits have 2 potions of healing and a sack of 350
Speed 6 Speed 6 gp (payment from Magrak).
Standard Actions Standard Actions
m Quarterstaff (weapon) F At-Will m Club (weapon) F At-Will
Attack: Melee 1 (one creature); +7 vs. AC Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d8 damage. Hit: 5 damage.
r Magic Missile (force, implement) F At-Will R Crossbow (weapon) F Recharges when bandit spends
Attack: Ranged 20 (one creature) minor action to reload
Effect: The target takes 5 force damage. Attack: Ranged 15/30 (one creature); +8 vs. AC
R Brilliant Chains (implement, lightning) F Encounter Hit: 6 damage.
Primary Attack: Ranged 10 (one creature); +7 vs. Reflex Triggered Actions
Hit: 1d8 + 4 lightning damage, and the mage makes a C Fearful Scattering (fear) F Encounter
secondary attack. Trigger: The bandit drops to 0 hit points.
Secondary Attack: Ranged 10 (two creatures within 5 squares Effect (No Action): Close burst 3 (ally minions in burst); the
of the primary target); +8 vs. Reflex target shifts 1 square as a free action.
Hit: 4 lightning damage, and the target is slowed (save Str 17 (+5) Dex 15 (+4) Wis 9 (+1)
ends). Whenever the target ends its turn more than 5 Con 13 (+3) Int 8 (+1) Cha 12 (+3)
squares away from the primary target while it is slowed, it Alignment Evil Languages Common
takes 5 lightning damage and the mage knocks the target
prone.
A Cacophonous Burst (implement, thunder) F Encounter
Attack: Area burst 1 within 10 squares (creatures in burst); +7
vs. Fortitude
Hit: 1d6 + 4 thunder damage, the mage pushes the target 1
square, and the target becomes dazed (save ends).
Triggered Actions
Deflecting Shield F Encounter
Trigger: The mage is the target of a melee or ranged attack.
Effect (Immediate Interrupt): The mage gains a +4 bonus to the
defense targeted by the triggering attack until the end of
the mage’s next turn.
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Alignment Evil Languages Common
Equipment robes, quarterstaff, orb

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2. Dung and Feathers Tactics 7 Cackling Harpies (H)


Medium fey humanoid
Level 5 Skirmisher
XP 200
The harpies start the fight with f ling filth attacks at HP 62; Bloodied 31 Initiative +8
Encounter Level 6 (1,400 XP)
the nearest enemies and then swoop down from AC 19, Fortitude 17, Reflex 18, Will 17 Perception +3
their perches to make swooping slash attacks and then Speed 6, fly 8
Setup land on another monolith. They fight until only two Immune filth fever
7 cackling harpies (H) Standard Actions
remain, at which point they kill their prisoner and fly
m Claw F At-Will
The harpies perch atop the monoliths. off toward the valley.
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d6 + 4 damage or 2d6 + 4 damage with combat
When the heroes come upon the Stone Teeth, Unstable Monolith Single-Use Terrain
advantage.
read: The spotted stone does not sit easily in the earth and might fall M Swooping Slash F At-Will
with a bit of pressure.
Eight monoliths, each twenty feet tall, rise around the trail Effect: The harpy flies its speed and makes the following attack
leading to the Scar. No stone stands straight; they lean as Requirement: You must be adjacent to the monolith. at any one point during its movement.
Check: DC 21 Athletics check to topple the monolith Attack: Melee 1 (one creature); +11 vs. AC
if they might fall at any moment. Lichen and dung stain Success: The monolith falls and makes the following attack.
Hit: 1d6 + 4 damage, and the harpy slides the target 2 squares.
the rocks, likely from the screeching bird women perched Target: Each creature in a close blast 3 away from the character
R Fling Filth (disease) F Recharge 6
atop them. One calls out, “A gift and we shall let your band making the check
Attack: +9 vs. Reflex Attack: Ranged 5 (one creature); +8 vs. Reflex
pass unharmed!” Just then, you hear a pitiful cry sounding Hit: The target is exposed to filth fever (see below).
Hit: 2d8 + 4 damage, the monolith knocks the target prone,
from atop the eighth stone, where you see a terrified young and the target has superior cover and cannot stand. The C Curdling Screech (fear, psychic) F Encounter
woman searching for a way down. target can use the escape action (DC 15) to end the “cannot Attack: Close blast 3 (creatures in blast); +8 vs. Will
stand” condition. Hit: 1d8 + 4 psychic damage, and the target is dazed
Miss: Half damage, and the target slides to the nearest
(save ends).
unoccupied square adjacent to the blast.
Miss: Half damage.
Triggered Actions
C Hideous Cackle (fear) F At-Will
Filth Fever Level 5 Disease
Trigger: The harpy hits with a melee or ranged attack.
Endurance improve DC 17, maintain DC 12, worsen DC 11 or lower
Attack (Free Action): Close burst 2 (enemies in burst)
The target ! Initial Effect: !" The target takes a " Final State: The target takes a –2 penalty to AC, Effect: The target takes a –2 penalty to attack rolls until the
is cured. The target loses a –2 penalty to AC, Fortitude, and Reflex. The target loses all healing surges end of its next turn.
healing surge. Fortitude, and Reflex. and cannot regain hit points. Str 11 (+2) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 10 (+2) Cha 14 (+4)
Alignment Evil Languages Common

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Features of the Area


Monolith: Each monolith stands 20 feet tall and
counts as blocking terrain. A monolith has AC/Reflex
4, Fortitude 12, and 80 hit points. These stones have
plenty of handholds and can be climbed with a DC
12 Athletics check. Furthermore, a good shove might
knock a stone to the ground.
Chained Prisoner (L): Use Cled warrior statistics
for the prisoner, whose name is Lysa. She attacks any
harpy she can reach on initiative count 10.
Treasure: The harpies keep their wealth stashed
atop one of the stones. It consists of 300 gp and 400 sp.

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3. Chain Gang Magrak Ironjaw (M) Level 6 Elite Brute M Murderous Smash (weapon) F Recharge 5 6
Large natural humanoid (shapechanger), wereboar XP 500
Requirement: Magrak must be in humanoid form.
Encounter Level 7 (1,628 XP) HP 172; Bloodied 86 Initiative +3
Attack: Melee 1 (one bloodied creature); +10 vs. AC
AC 17, Fortitude 23, Reflex 16, Will 17 Perception +4
Hit: 3d6 + 6 damage, and Magrak knocks the target prone.
Setup Speed 6 (8 in boar form)
Immune moontusk fever; Vulnerable silver (the wereboar
Minor Actions
Magrak Ironjaw (M) Change Shape (polymorph) F At-Will
loses regeneration until the end of its next turn)
1 spiked blademaster (S) Magrak can alter his physical form to appear as a dire boar or a
Saving Throws +2; Action Points 1
unique humanoid.
2 orc reavers (R) Traits
Triggered Actions
6 hobgoblin sentries (H) Bloodied Resilience
Death Strike F Encounter
6 mercenary archers (A) While bloodied, Magrak gains a +2 bonus to all defenses.
Trigger: Magrak drops to 0 hit points.
Regeneration (healing)
Effect (No Action): Magrak makes a melee basic attack.
Magrak has set up camp around the Slaver’s Stone. Magrak regains 5 hit points whenever he starts his turn and
Murderous Frenzy F Encounter
He and his bladeling cohort sit around the campfire. has at least 1 hit point.
Trigger: Magrak reduces an enemy to 0 hit points.
The orc reavers guard the dozen prisoners. The hob- Standard Actions
Effect (No Action): Magrak gains 1 action point.
goblins hold positions to watch for enemies, while m Maul (weapon) F At-Will
Savage Rebuke F At-Will
Requirement: Magrak must be in humanoid form.
a few archers hide in the rocks so they can pick off Trigger: Magrak is hit by a melee attack.
Attack: Melee 1 (one creature); +9 vs. AC
intruders from cover and the rest take positions atop Effect (Immediate Reaction): Magrak makes a melee basic attack.
Hit: 2d6 + 6 damage.
the drum. Magrak expects the orc chieftain, but Skills Athletics +13, Endurance +11, Intimidate +8
m Gore F At-Will
anyone else gets one warning to “sod off ” before he Str 20 (+8) Dex 10 (+3) Wis 12 (+4)
Requirement: Magrak must be in boar form.
Con 16 (+6) Int 10 (+3) Cha 11 (+3)
orders his force to attack. Attack: Melee 1 (one creature); +9 vs. AC
Alignment Evil Languages Common
Hit: 1d8 + 6 damage, ongoing 5 damage (save ends), and the
When the heroes see the encampment, read: target is exposed to moontusk fever (see below). If Magrak is
Equipment hide armor, maul

A twenty-foot tall stone drum with a crude stair winding all bloodied, the attack deals ongoing 10 damage (save ends).
around rises in the center of an encampment, where you see
several humanoids and their prisoners milling about. Moontusk Fever Level 6 Disease
Endurance improve DC 17, maintain DC 12, worsen DC 11 or lower
Perception
The target ! Initial Effect: !" While bloodied, the " Final State: When the target rolls a saving throw while
DC 20: You spot a filthy human armed with a longbow
is cured. The target takes target can roll only bloodied, it rolls two dice and takes the lower of the
hiding in the rocks.
a –2 penalty to one saving throw at two results.
saving throws the end of its turn,
while bloodied. even if it is affected
by multiple effects.

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Tactics use sudden charge. The minions fight simply. The sen- 2 Orc Reavers (R)
Medium natural humanoid
Level 5 Skirmisher
XP 200 each
tries move to clump up into teams of two to benefit
Magrak doesn’t place much stock in group tactics and HP 65; Bloodied 32 Initiative +5
from their phalanx soldier auras while the archers pick
it shows in the forces under his command. Magrak AC 19, Fortitude 18, Reflex 15, Will 15 Perception +3
off any ranged enemies they can see. Speed 6 (8 when charging)
prefers to fight in humanoid form, smashing enemies Low-light vision
with maul and murderous smash. He uses change shape Standard Actions
Spiked Blademaster (S) Level 5 Soldier
m Battleaxe (weapon) F At-Will
before he charges, so he can gore and expose his oppo- Medium natural humanoid, bladeling XP 200
HP 62; Bloodied 31 Initiative +5 Attack: Melee 1 (one creature); +10 vs. AC
nents to moontusk fever.
AC 21, Fortitude 18, Reflex 15, Will 16 Perception +4 Hit: 1d10 + 4 damage or 1d10 + 6 damage against a
The spiked blademaster is far more guarded in her prone target.
Speed 5
approach. She engages the nearest knot of foes, using M Ferocious Charge (weapon) F Recharges when bloodied
Resist 5 acid
her aura and ensnaring spikes to lock down enemies. Traits Effect: The orc charges and makes the following attack in place
The blademaster holds razor storm as a defensive O Blademaster’s Eye F Aura 1 of a melee basic attack.
power to nail enemies crowding around her. Any enemy that starts its turn within the aura becomes Attack: Melee 1 (one creature); +11 vs. AC
The orcs abandon their prisoners on the first marked until the start of its next turn. Hit: 2d10 + 4 damage, and the orc knocks the target prone.
Standard Actions M Warrior’s Surge (healing, weapon) F Encounter
round by using ferocious charge to close the distance
m Greatsword (weapon) F At-Will Attack: Melee 1 (one creature); +10 vs. AC
and then focus attacks on their targets until they can
Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d10 + 4 damage, and the orc regains 16 hit points.
Hit: 1d10 + 4 damage. Triggered Actions
6 Hobgoblin Sentries (H) Level 4 Minion Soldier
M Power Strike (weapon) F 2/Encounter M Sudden Charge (weapon) F Encounter
Medium natural humanoid XP 44 each
HP 1; a missed attack never damages a minion. Initiative +6 Attack: Melee 1 (one creature); +12 vs. AC Trigger: The orc reduces an enemy to 0 hit points.
AC 20, Fortitude 18, Reflex 16, Will 15 Perception +3 Hit: 2d10 + 4 damage, and ongoing 3 damage (save ends). Effect (Free Action): The orc charges the nearest the enemy.
Speed 5 Low-light vision Minor Actions Str 19 (+6) Dex 13 (+3) Wis 12 (+3)
Traits C Razor Storm F Encounter Con 17 (+5) Int 6 (+0) Cha 8 (+1)
Phalanx Soldier Attack: Close burst 1 (creatures in burst); +8 vs. Reflex Alignment Chaotic evil Languages Common, Giant
A hobgoblin sentry gains a +2 bonus to AC while at least one Hit: 1d6 + 4 damage. Equipment hide armor, heavy shield, battleaxe
other hobgoblin with phalanx soldier is adjacent to it. Triggered Actions
Standard Actions M Ensnaring Spikes F At-Will
m Spear (weapon) F At-Will Requirement: The blademaster’s razor storm power must be
Attack: Melee 1 (one creature); +11 vs. AC unexpended.
Hit: 4 damage. Trigger: An adjacent enemy the blademaster has marked
Triggered Actions would move or shift.
Hobgoblin Resilience F Encounter Attack (Free Action): Melee 1 (triggering enemy); +8 vs. Reflex
Trigger: The hobgoblin suffers an effect that a save can end. Hit: 5 damage, and the target is slowed until the end of its turn.
Effect (Immediate Reaction): The hobgoblin makes a saving Skills Intimidate +7
throw against the triggering effect. Str 19 (+6) Dex 13 (+3) Wis 15 (+4)
Str 18 (+6) Dex 14 (+4) Wis 13 (+3) Con 14 (+4) Int 9 (+1) Cha 10 (+2)
Con 15 (+4) Int 10 (+2) Cha 9 (+1) Alignment Evil Languages Common
Alignment Evil Languages Common, Goblin Equipment chainmail, greatsword
Equipment chainmail, light shield, spear

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6 Mercenary Archers (A)


Medium natural humanoid, human
Level 4 Minion Artillery
XP 44
Features of
HP 1; a missed attack never damages a minion. Initiative +5 the Area
AC 16, Fortitude 16, Reflex 16, Will 15 Perception +8 Rocks: The large rocks jutting from
Speed 6 the ground count as difficult terrain and
Standard Actions grant cover to creatures fully in their
m Short Sword (weapon) F At-Will
spaces. Prone creatures fully in these
Attack: Melee 1 (one creature); +9 vs. AC
spaces gain superior cover.
Hit: 4 damage.
r Longbow (weapon) F At-Will
Slaver’s Stone: A wide and 20-foot-
Attack: Ranged 20/40 (one creature); +9 vs. AC tall stone platform occupies the camp’s
Hit: 5 damage. center. The stairs winding around the
Triggered Actions platform are difficult terrain. A fall from
Scatter F At-Will the top deals 2d10 damage.
Trigger: An ally the archer can see drops to 0 hit points. Prisoners: The twelve prisoners are
Effect (Free Action): The archer shifts 1 square.
in chains and immobilized. Freeing a
Skills Stealth +10
prisoner requires a DC 17 Thievery or
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 10 (+2) Int 8 (+1) Cha 9 (+1)
DC 19 Strength check. The chain can
Alignment Unaligned Languages Common also be attacked: AC/Reflex 8, Fortitude
Equipment leather armor, short sword, longbow, 20 arrows 8, 60 hp. The prisoners use Cled warrior
statistics except their melee basic attacks
deal half damage until they are armed.
Treasure: Magrak has a sack filled
with coins that includes 298 gp, 396 sp,
and 240 cp.

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4. Guardians of Tactics 4 Centipede Scuttlers (S)


Medium natural beast
Level 4 Skirmisher
XP 175 each
The ghouls hold positions in front of the gap, using
the Skull claw attacks or ghoulish bite attacks against immobi-
HP 51; Bloodied 25
AC 18, Fortitude 16, Reflex 18, Will 14
Initiative +8
Perception +2
lized and stunned opponents. The centipedes boil out Speed 8, climb 8 (spider climb) Darkvision
Encounter Level 5 (1,100 XP)
from the darkness at the start of the second round, Standard Actions
Setup climbing up the walls and circling behind the heroes
m Bite (poison) F At-Will
Attack: Melee 1 (one creature); +9 vs. AC
2 ghouls (G) to bite and feed.
Hit: 1d6 + 2 damage, and ongoing 5 poison damage (save
4 centipede scuttlers (S) ends). A target already taking ongoing poison damage is
2 Ghouls (G) Level 5 Soldier
Medium natural humanoid (undead) XP 200 each also weakened (save ends).
Two ghouls along with their pet centipedes estab- M Feed F At-Will
HP 63; Bloodied 31 Initiative +8
lished themselves here to exact payment from any AC 21, Fortitude 18, Reflex 20, Will 17 Perception +2 Attack: Melee 1 (one weakened creature); +9 vs. AC
who would treat with the oracle, a fee of which the Speed 8, climb 4 Darkvision Hit: 3d6 + 2 damage.
oracle is unaware and never receives. The undead Immune disease, poison; Resist 10 necrotic; Move Actions
prefer living gifts for passage, and anyone who offers Vulnerable 5 radiant Scuttle F At-Will
a sacrifice can move through the gap unmolested. Standard Actions The centipede shifts 4 squares. When it shifts into an ally’s
m Claws F At-Will space, that movement does not count toward the 4 squares
Otherwise, they block anyone from entering, happily
Attack: Melee 1 (one creature); +12 vs. AC the centipede can shift.
attacking those who try.
Hit: 1d6 + 4 damage, and the target is immobilized (save ends). Skills Stealth +11
When the heroes reach the Cloven Skull, read: M Ghoulish Bite F At-Will Str 14 (+4) Dex 18 (+6) Wis 10 (+2)
Attack: Melee 1 (one immobilized, stunned, or unconscious Con 11 (+2) Int 2 (–2) Cha 9 (+1)
A massive stone skull with a split down the middle juts from creature); +10 vs. AC Alignment Unaligned Languages —
the side of a rocky wall. Humanoid skulls with bits of flesh Hit: 3d6 + 4 damage, and the target is stunned (save ends).
still clinging to the bone stand in piles and hang in bundles Skills Stealth +11
from ropes on either side of the fissure. Str 14 (+4) Dex 19 (+6) Wis 11 (+2)
Con 15 (+4) Int 10 (+2) Cha 12 (+3)
If the heroes approach, read: Alignment Chaotic evil Languages Common
Two filthy humanoids dressed in befouled rags emerge
from the gap, mouths spread wide in horrid smiles of
jagged teeth and long black tongue. They spread their thin
arms in welcome, showing stained hands ending in sharp
talons. One says, “See the oracle? Pay price. One life and
you may pass.”

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Features of the Area


Cloven Skull: The gap in the skull leads into a
dark and winding passage that eventually ends at a
subterranean lake.
Skull Stacks: Humanoid skulls stand in neat
stacks to either side of the gap. The stacks count as
blocking terrain. All squares within 3 squares of each
stack count as necrotic ground. Creatures that spend
healing surges on necrotic ground regain only half
the normal number of hit points.
Treasure: Scattered across the ground before the
fissure are 80 gp and one potion of lifeshield (level 5,
Adventurer’s Vault, page 188).

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5. Eyes in the Dark Lake Oracle (O) Level 6 Solo Controller


Large natural magical beast (blind, dragon,
Minor Actions
M Portent F At-Will, 1/round
shapechanger), steel dragon XP 1,250 Attack: Melee 1 (one creature); +8 vs. Will
Encounter Level 8 (1,850 XP)
HP 288; Bloodied 144 Initiative +4 Hit: Until the end of the Lake Oracle’s next turn, the target
AC 20, Fortitude 19, Reflex 17, Will 20 Perception +11
Setup Speed 8, fly 10 (hover) Blind, blindsight 10
takes a –2 penalty to any attack that includes the dragon as
a target and the target grants combat advantage.
Lake Oracle (O) Immune blinded, gaze; Resist 15 force Change Shape (polymorph) F At-Will
12 murk wretches (W) Saving Throws +5; Action Points 2 The lake oracle can alter its physical form to appear as a
Traits unique human.
The Lake Oracle lurks on the island in the lake’s O Aura of Madness F Aura 3 Triggered Actions
center. The murk wretches, horrid petitioners driven Whenever a creature starts its turn within the aura, the Lake M Wing Scatter F At-Will
mad by the Oracle’s revelations, haunt the water Oracle can slide the target 1 square as an opportunity action. Trigger: An enemy moves into an adjacent square.
and emerge to join the fight should the dragon come Standard Actions Attack (Immediate Reaction): Melee 1 (triggering enemy);
under attack. m Bite (force) F At-Will +10 vs. Fortitude
Attack: Melee 2 (one creature); +11 vs. AC Hit: 1d8 + 4 damage, and the Lake Oracle knocks the
When the heroes enter this cavern, read: Hit: 2d8 + 4 damage plus 1d8 force damage, and the Lake target prone.
Oracle slides the target 1 square. Effect: The Lake Oracle shifts 1 square and flies 3 squares.
The tunnel ends at a stony shore against which oily black
m Claw F At-Will C Bloodied Breath F Encounter
water laps. A rocky island rises from the waters some Attack: Melee 2 (one creature); +11 vs. AC Trigger: The Lake Oracle is first bloodied in the encounter.
distance away, where you can just make out a humanoid Hit: 2d6 + 4 damage. Effect (Free Action): Breath weapon recharges, and the Lake
figure crouching by the lake. M Double Attack F At-Will Oracle uses it.
Effect: The Lake Oracle makes two claw attacks. Skills Arcana +9, Bluff +12, Insight +11
The heroes can catch the Lake Oracle’s attention by C Breath Weapon (force) F Recharge 5 6 Str 17 (+6) Dex 13 (+4) Wis 17 (+6)
calling to her. She climbs on a small boat and rows to Attack: Close blast 5 (creatures in blast); +10 vs. Fortitude Con 16 (+6) Int 12 (+4) Cha 19 (+7)
the opposite shore. Hit: 2d10 + 4 force damage, and the target is dazed (save ends). Alignment Unaligned Languages Common, Draconic
Miss: Half damage.
When the Oracle reaches the heroes, read: C Frightful Presence (fear) F Encounter
A pale human woman with white, unseeing eyes regards Attack: Close burst 5 (enemies in burst); +10 vs. Will
you through dirty gray strands of hair. She wears nothing, Hit: The target is stunned until the end of the Lake Oracle’s
next turn.
but is unashamed by her nakedness. She says, “You have
Aftereffect: The target takes a –2 penalty to attack rolls
come seeking knowledge. Tell me why I should cast aside
(save ends).
mystery’s veil.”

Tactics recharges. She uses melee attacks against any crea-


ture that closes on her.
The dragon drops her disguise, uses frightful presence,
Her servants emerge from the waters to drag
and then spends an action point to use her breath
people on the shore into the water.
weapon. The dragon then moves away, flying near
the ceiling or near the island until breath weapon

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the Slaver’s Stone

12 Murk Wretches (W) Level 5 Minion Brute


Medium natural humanoid (aquatic, blind) XP 50 each
HP 1; a missed attack never damages a minion. Initiative +4
AC 17, Fortitude 18, Reflex 17, Will 16 Perception +3
Speed 6, swim 3 Blind, blindsight 10
Immune blinded, gaze
Traits
Aquatic
The wretch can breathe underwater. In aquatic combat, it
gains a +2 bonus to attack rolls against nonaquatic creatures.
Standard Actions
m Claws F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 5 damage, the wretch shifts 1 square, and the wretch pulls
the target 1 square to a square adjacent to it.
Skills Stealth +9
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 6 (+0) Cha 8 (+1)
Alignment Evil Languages Elven

Features of the Area


Illumination: This room is dark.
Ceiling: The ceiling is 30 feet overhead.
Water: Water squares adjacent to the shore count
as difficult terrain. Beyond these squares, a character
must swim (DC 10 Athletics check).
Skiff: The boat can hold two Medium or Small
creatures. Characters standing on the boat that make
an attack must immediately succeed on a DC 12
Acrobatics check or fall prone in the boat. Failure by
5 or more topples the character into the water.
Treasure: If the dragon does not grant the heroes
a boon, they can find a level 9 magic item on the
rocks where the dragon lairs.

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Print this page for players running Cluff, Zestren, or the Cled warriors.

Cluff Maclire Level 4 Soldier (Leader) Cled Warrior Level 4 Minion Skirmisher Zestren Level 4 Soldier
Medium natural humanoid, human XP — Medium natural humanoid, human XP — Medium fey humanoid, eladrin XP 175
HP 52; Bloodied 26; Surges 8 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +4 HP 52; Bloodied 26 Initiative +5
AC 19, Fortitude 18, Reflex 16, Will 18 Perception +7 AC 18, Fortitude 16, Reflex 16, Will 16 Perception +2 AC 21, Fortitude 17, Reflex 17, Will 18 Perception +1
Speed 6 Speed 6 Speed 6 Low-light vision
Standard Actions Standard Actions Saving Throws +5 against charm effects
m Bastard Sword (weapon) F At-Will m Spear (weapon) F At-Will Standard Actions
Attack: Melee 1 (one creature); +9 vs. AC Attack: Melee 1 (one creature); +9 vs. AC m Longsword (weapon) F At-Will
Hit: 1d10 + 7 damage. Hit: 5 damage (6 damage when charging). Attack: Melee 1 (one creature); +9 vs. AC
r Javelin (weapon) F 2/Encounter Move Actions Hit: 1d8 + 5 damage, and the target is marked until the end of
Attack: Ranged 10/20 (one creature); +9 vs. AC Deft Advance F At-Will Zestren’s next turn.
Hit: 1d6 + 7 damage. The warrior shifts 2 squares. M Greenflame Blade (fire, weapon) F At-Will
M Wolf Pack Tactics (martial, weapon) F At-Will Str 14 (+4) Dex 11 (+2) Wis 10 (+2) Attack: Melee 1 (one creature); +9 vs. AC
Effect: Before the attack, one ally adjacent to you or the target Con 12 (+3) Int 9 (+1) Cha 8 (+1) Hit: 1d8 + 6 fire damage. Each enemy adjacent to the target
can shift 1 square as a free action. Alignment Unaligned Languages Common takes 3 fire damage.
Attack: Melee 1 (one creature); +9 vs. AC Equipment hide armor, spear C Corrosive Ruin (acid, implement) F Recharge 5 6
Hit: 1d10 + 7 damage. Attack: Close blast 3 (creatures in blast); +7 vs. Fortitude
M Hold the Line (martial, weapon) F Encounter Hit: 1d8 + 6 acid damage.
Attack: Melee 1 (one creature); +9 vs. AC Move Actions
Hit: 1d10 + 7 damage. Fey Step (teleportation) F Encounter
Effect: Until the end of your next turn, allies adjacent to you Zestren teleports 5 squares.
gain a +2 power bonus to AC and cannot be pushed, pulled, Triggered Actions
or slid. Blinking Blade (fire, teleportation) F At-Will
Move Actions Trigger: An adjacent enemy Zestren has marked shifts or
Knight’s Move F Encounter makes an attack that does not include him as a target.
Effect: Ranged 10 (one ally); the target takes a move action as Effect (Immediate Interrupt): The triggering enemy takes 5 fire
a free action. damage, and then Zestren teleports 3 squares.
Minor Actions Skills Arcana +11, Athletics +10, History +11
Leader (healing) F 2/Encounter Str 16 (+5) Dex 12 (+3) Wis 8 (+1)
Effect: Close burst 5 (one ally); the target can spend a Con 12 (+3) Int 18 (+6) Cha 12 (+3)
healing surge. Alignment Evil Languages Common, Elven
Skills Intimidate +10 Equipment traveler’s clothes, chainmail, longsword
Str 18 (+6) Dex 12 (+3) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 16 (+5)
Alignment Unaligned Languages Common, Dwarven
Equipment leather armor, bastard sword, 2 javelins

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Campaign Workbook:
Sea Demon’s Shrine
By Richard L. Baker
illustration by Chris Burdett F cartography by Sean MacDonald
TM & © 2010 Wizards of the Coast LLC All rights reserved.

In the depths of a great cave filled with sea-ooze and


the briny smell of the deep lies a shrine dedicated
to the demon prince Demogorgon. The heroes
must race to escape the rapidly flooding chamber
before they are trapped in the water-filled room.
The rising water, however, is both friend and foe.

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Campaign Workbook: Sea Demon’s Shrine

Encounters in this locale slowly move upward as F Idol Curse: When a creature sets off the Cursed The floats are tethered by chains to the floor of
the water rises. The path to the higher ledge appears Idol trap (see below), the trap also triggers the the room, so they don’t continue rising once the water
and disappears as one by one floating rafts “fill in” flooding of the chamber. rises over the elevations given for each floor; they’re
the missing stairs and are then submerged again. It’s F Manually Activated: A monster in the room submerged by the rising water. However, the floats
also a great location for an encounter with a mix of pushes down the trigger pedestal on the high, are fitted with a mechanism that detaches them from
aquatic and landbound monsters. eastern ledge of the room. The mechanism opens the anchoring chain once the water is 10 feet over the
The default level for the hazards and obstacles in floodgates in passages below that begin the float, which sends each float rocketing to the surface
the room is 5. If you use this encounter locale for a flooding. in an immense spray of water. (See the Detached
higher-level encounter, consult the Difficulty Class Float hazard.)
and Damage by Level table on page 42 of the Dungeon When the flooding begins, the doors at the west The room floods for 20 rounds, at which point
Master’s Guide. and east ends of the chamber are forced to close by water fills the room completely to its 100-foot ceil-
water-powered mechanisms, thus locking everyone ing. It remains flooded for 20 rounds, then the water
Read the following aloud when characters enter inside. begins to recede at the rate of 5 feet per round.
the shrine: The water level in the room rises 5 feet at the end You can assume that swimming characters on
This huge, dank cavern is dotted with patches of slick sea of every round. At the end of the first round of flood- the surface float on top of the water and are carried
ooze. Several stone idols in the shape of demonic fanged ing, the floor of the western part of the chamber is upward as the water rises.
octopi stand on stone pedestals and glow with a faint green covered by 5 feet of water, but no other part of the
phosphorescence. Large pools of dark water lap softly in the chamber is submerged. At the end of the second
floor. The room climbs steeply to the east, ending in a high round, water in the western part of the room is 10
ledge 75 feet above the floor at the far end of the room. A feet deep and is lapping up the stairs that lead to the
precarious stone stair winds up toward the high ledge, but it nearest idol, but the rest of the room is dry. At the
is broken by large gaps. A number of crude wooden rafts lie end of the third round, the flooding water covers the
chained to the floor below the gaps in the stair. large central floor section of the room to a depth of
5 feet, at which point the western part of the room is
Flooding Room beneath 15 feet of water. Pay attention to the elevation
The most important feature of the shrine is the fact figures given on the map!
that it floods. Water fills the chamber at a constant As the room floods, the floats rise naturally to
rate that drives the action upward throughout an stay atop the water. After the first round of flooding,
encounter. Several different mechanisms might begin the three floats along the south wall are bobbing
the flooding (choose one or more for the encounter): at the surface with 5 feet of water under them. The
stone steps to the west are 20 feet high and the ones
F Tidal Bore: The shrine’s pools lead to sea caves to the east are 40 feet high—the floats won’t rise up
on a nearby coast, where shallow, narrowing and “complete” the stairs until rounds 5, 6, and 7
passages force the incoming tide into the room respectively.
periodically as a natural phenomenon. The
flooding begins automatically 1d10 rounds after
the characters enter the room.

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Campaign Workbook: Sea Demon’s Shrine

Cursed Idol Trap Detached Float Hazard Encounters


The idols are potent magical traps. They attack any The floats are anchored to the bottom by chains, and The best encounters for this setting include a mix of
creature who is not a worshiper of Demogorgon or as the water rises above the length of the chain, they aquatic monsters to threaten characters in the water
consecrated to Demogorgon’s service. Because they become submerged. A secondary float mechanism and monsters with ranged attacks who can shoot at
restrain their victims, they can easily hold a character under each raft releases the chains from the raft once characters trying to stay ahead of the rising water
in place as the water rises over his or her head. the water rises more than 10 feet above the float level, by scrambling up the stairs and floats. Place aquatic
sending the float rocketing to the surface. monsters in the pools on the shrine floor; as the water
Cursed Idol Level 5 Obstacle
level reaches each pool, the monsters can swim out
Trap XP 350 Detached Float Level 1 Obstacle
into the room.
A tendril of dark mist snakes out from the octopus idol and Hazard XP 100
solidifies into a black, oily tentacle. Encounters suitable for the Sea Demon’s Shrine
The wooden raft shoots to the surface and strikes anyone
Trap: This trap consists of the squares adjacent to each in the water above it. include:
idol. When a creature steps into the area of this attack, a Hazard: Each raft detaches from its mooring chain when
magical tentacle appears and attacks the creature. the water rises 10 feet above its anchor depth and rockets Level 5 encounter (XP 1,050):
Perception to the surface, endangering creatures in the square above
F DC 22: The creature notices the dark tendrils of mist slowly
F Cursed idols (level 5 trap)
and all adjacent squares.
seething amid the idol’s stone tentacles. Perception
F Surfacing floats (level 1 hazard)
F DC 26: The creature can see which squares are in range of F DC 20: The character notices the float beneath the water F 2 visejaw crocodiles (level 4 soldier)
the tendrils. surface. F 2 greenscale darters (level 5 lurkers)
Additional Skill: Religion F DC 25: The character notices the small float-and-pin
F DC 22: The character’s knowledge provides a +2 bonus to mechanism that will detach the float from its mooring, and
Thievery checks to disable the trap. determines which squares are in danger. Level 8 encounter (XP 1,400):
Trigger Trigger F Cursed idols (level 5 trap)
When a creature enters or begins its turn in a trapped The float detaches and attacks at the end of the round
square, the trap attacks. Creatures which begin their turn
F Surfacing floats (level 1 hazard)
in which the water depth increases to 10 feet above its
already restrained by the trap aren’t attacked again. moored level. Each float attacks only once.
F 3 sahuagin raiders (level 6 soldiers)
Attack Attack F Sahuagin priest (level 8 artillery)
Opportunity Action Melee 0 Free Action Close burst 1
Target: Creature in trapped square. Target: All creatures in the squares immediately above the
Attack: +8 vs. Fortitude Level 9 encounter (XP 1,600)
float, and in adjacent squares.
Hit: 1d10+4 damage, and the target is restrained (save ends). Attack: +6 vs. Reflex F Cursed idols (level 5 trap)
Countermeasures Hit: 1d6 damage, and the target is pushed 1 square and dazed F Surfacing floats (level 1 hazard)
F A character who makes a DC 22 Thievery check can locate until the end of its next turn.
the tiny vents which emit the mist and plug them with mud
F 2 piranha swarms (level 7 brutes)
Countermeasures
or some other substance. F The release mechanism can be jammed with a DC 20
F 2 flameskulls (level 8 artillery)
F A character who makes a DC 26 Acrobatics check can Thievery check and a standard action, but you must be
move through a trigger square without provoking the adjacent to the float to make the skill check (and the float Level 17 encounter (XP 7,000)
attack. The squares count as difficult terrain. may be submerged under 5 or 10 feet of water).
F A character within 3 squares who makes a DC 26 Religion F Cursed idols (leveled up to level 15 trap)
check as a standard action can suppress the curse until the F 3 kuo-toa harpooners (level 14 soldiers)
end of his next turn. F 2 kuo-toa monitors (level 16 skirmishers)

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Campaign Workbook: Sea Demon’s Shrine

Piranha Swarm Level 7 Brute Idols: These large idols are carved in the shape About the Author
Medium natural beast (aquatic, swarm) XP 300 Richard Baker is an award-winning game designer who has
of demonic octopi. Each is trapped (see Cursed Idol,
HP 95; Bloodied 47 Initiative +7 written numerous D&D adventures and sourcebooks, includ-
below). AC 4, Ref 4, Fort 12, 40 hp. ing the Manual of the Planes, Draconomicon 2, and the Dark
AC 19, Fortitude 19, Reflex 20, Will 18 Perception +9
Speed swim 8
Pools: The pools are 20 feet deep and are linked Sun Campaign Guide. He’s also a New York Times bestselling
by 5-foot-wide passages at the bottom to each other author best-selling author of Forgotten R ealms novels such as
Resist half damage from melee and ranged attacks
Condemnation, the Last Mythal trilogy, and the Blades of the
Vulnerable 5 against close and area attacks and the sea. When the room begins flooding, the
Moonsea series.
Traits water pours up out of these pools.
O Swarm Attack F Aura 1 Floats: Crude wooden rafts are lashed atop large
The piranha swarm makes a basic attack as a free action barrels. They lie on the chamber floor, where they
against each enemy that begins its turn in the aura.
are tethered by long, iron chains. Floats lying on the
Standard Actions
ground are difficult terrain and provide cover.
M Swarm of Teeth F At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Some floats feature rickety steps so that they “fill
Hit: 2d8+5 damage and ongoing 5 damage (save ends) in” the stairs when the room floods to the right level.
Str 16 (+6) Dex 19 (+7) Wis 13 (+4) A floating raft is an unstable surface (see Acrobat-
Con 15 (+5) Int 2 (–1) Cha 10 (+3) ics skill), DC 15. If a character fails this check by 4
Alignment Unaligned Languages — or less, he loses his move action and fails to enter
the square. If he fails by 5 or more, he falls into an
Features of the Area ­adjacent square.
Illumination: The idols all glow with a faint Pedestal: If you decide that the room’s flooding is
greenish phosphorescence, providing dim light in a manually activated, this stone block holds the trigger
10-square radius from each one. mechanism. An adjacent creature can start the flood
Ceiling: The ceiling is 100 feet above the lowest cycle by using the trigger (a minor action). The trigger
part of the floor (the west end). Jagged iron blades mechanism can be jammed with a DC 26 Thievery
stud the ceiling like stalactites. check as a standard action.
Ledges: The elevation of each section of the room Sea Ooze: This is difficult terrain.
is marked in feet. Flooding Water: As the cavern floods (see below),
Walls: The cave walls are rough but slick (DC 20 it slowly fills with rough, turbulent water. Swimming
Athletics check to climb). in this water requires an Athletics check at DC 15. If
Doors: The doors are large, strong doors of iron. you fail by 4 or less, you stay where you are and lose
Barnacles encrust their inner surfaces. They slam the rest of your move action. If you fail by 5 or more,
shut and seal when the room begins to flood (AC 4, you sink 1 square and risk drowning (page 159 of the
Ref 4, Fort 12, 40 hp, break DC 27). Opening the Dungeon Master’s Guide).
door mechanism requires 6 successes at Thievery
(DC 20). Working underwater to open the door is
definitely an unfavorable circumstance!

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Campaign Workbook: Sea Demon’s Shrine

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Eye on Dark Sun

Mar Juk-Adan,
Dune Trader
by Rodney Thompson  ✦  illustration by Sarah Stone
TM & © 2010 Wizards of the Coast LLC All rights reserved.

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Eye on Dark Sun

The lifeblood of many remote settlements, of villages that he has an unrevealed psionic talent for finding is essential when taking (by force if necessary) that
far from the city-states, is the dune trader. Dune ­specific objects no matter where they are hidden. which their client seeks.
traders are responsible for the transport and sale of Though his trade in rare loot is lucrative, it is not
critical goods across the wastes of Athas, placing them Juk-Adan’s ability to find lost treasure that makes him
among the most shrewd and independent people on so valuable—and so dangerous. Mar Juk-Adan can
the harsh desert world. Yet few dune traders are as get anything you need, as he is fond of telling people. What is for Sale?
eccentric or as dangerous as Mar Juk-Adan, a human All he asks in return is time and a handsome sum of Mar Juk-Adan’s caravan is a mobile bazaar of strange
dune trader who travels across the length and breadth money. Once a bargain has been struck, Juk-Adan has and exotic goods. Though the dune trader does stock
of the Tyr region in a caravan all his own. never failed to produce the desired goods. In many mundane supplies like food, water, and clothing, he is
Mar Juk-Adan is a gray-haired and bearded human ways, he and his caravan are like bounty hunters of better known for his ever-changing supply of strange
in his mid-forties, a ripe old age for a dune trader that exotic wares. They take a job, they disappear into the wares and contraband items. Below are just a few
has spent as much time crossing Athas’s deserts as he desert for weeks or months at a time, and when they things that can be found in the cornucopia of strange
has. According to those who have traveled with him return they have in their possession that which the items Juk-Adan has for sale.
for decades, Juk-Adan has always been the head of the client sought. No barrier can stand in the way of Mar Badges of Office: Mar Juk-Adan has the official
caravan; there was no caravan before Juk-Adan, and Juk-Adan, so they say; not the law, not sorcerer-kings, robes and badges of office of templars of every city-
no one has ever known Juk-Adan as anything but the not even the Dragon itself. Juk-Adan has defied tem- state and will part with them for the right price and
head of his caravan. He has earned the loyalty of the plars, stolen from the sorcerer-kings, spat in the eye a promise to not reveal where they were obtained.
men and women in his employ dozens of times over. of dangerous elf clan leaders, and braved the horrors Cilops Eggs: Juk-Adan carries a set of four petrified
Though not the wealthiest or most well-known dune of the Athasian desert, without ever once failing to cilops eggs. These eggs seem like stones to the casual
trader, he does have a reputation for being a man that retrieve what was paid for. observer. They are kept in a sand-filled case made of
knows how to get exactly what you need—for a price. Despite his smiling exterior and eagerness to dark wood. Included in the sale is a ritual scroll that
Mar Juk-Adan’s primary reputation is as a purveyor please, beneath the surface lies unmatched ruthless- will transform the petrified eggs into live cilops eggs
of rare goods. Juk-Adan claims to have rarities from ness. To clients, Juk-Adan shows only the height of ready to hatch in a matter of days.
dozens of places and times. Not only does he deal in civility; once on a job, all bets are off. Juk-Adan will Renks: Juk-Adan always keeps several cases of
rare spices and hand-crafted goods from all of the lie, cheat, steal, and kill—or have those in his employ renks on hand for sale to travelers headed into the
city-states, he also buys and sells antiquities from city- do those things for him—in order to obtain what deep desert. Renks are harmless slugs that hold water
states long gone. With such an eclectic collection, it is someone else has paid for. In order to ensure that he better than any waterskin and are easier to transport
no surprise that Juk-Adan rarely has more than one of always gets what he seeks, Juk-Adan has surrounded in significant quantities. Each renk provides one sur-
any item on hand. Though he coyly refuses to explain himself with specialists in a variety of fields: psionic vival day to anyone that consumes it.
where he obtained his wares to outsiders, the truth is mind-influencers to pry information out of unsuspect- Writ of Passage for Eldaarich: One of the strang-
that he has an uncanny, almost supernatural knack for ing dupes, cutthroat minstrels to poison the drinks est items that Juk-Adan has for sale is this writ of
finding things. On more than one occasion, Juk-Adan of interlopers, skilled half-giants to slay guards and passage, which claims to be able to grant the bearer
has sent his guards into the ruins of ancient cities and scouts, light-footed rogues to sneak undetected into entry into a city-state known as Eldaarich, though
outposts to have them return laden with treasures of palaces, and even masters of arcane magic for when Juk-Adan does not include the location of this mystery
ages past. How he finds these ruins when they seem there is no alternative. Though Juk-Adan’s caravan city in the sale of the writ—that costs extra.
to hide from every other treasure hunter is a mystery, may look unremarkable at first glance, beneath its
though some of his guards and employees suspect surface, each member of the caravan has a skill that

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Eye on Dark Sun

Dealing with Mar Juk-Adan’s relationship with House Stel of itself the object of Juk-Adan’s malevolent efforts so
Merchant Houses Urik is not as mutually beneficial. Indeed, if Juk-Adan many times that the dune trader has a “death on
can be said to have truly made enemies of anyone, sight” order at any House Stel mercantile outpost.
It comes as no surprise that a man with a reputation
it is the leadership of House Stel. Over the years, Juk-Adan cannot approach the city of Urik on fear
like Juk-Adan’s would eventually attract the attention
Juk-Adan has stymied the plans of House Stel again of death. That doesn’t mean Juk-Adan’s agents don’t
of the wealthy and powerful. The various merchant
and again by undermining their military power with work in Urik on his behalf; he must simply be more
houses of Athas sometimes employ Juk-Adan to get
treachery and guile. House Stel, whose martial might circumspect there. He often deals with third parties
rare goods for them, but more often, the ware they
is unmatched among the merchant houses, has found for assistance.
seek is intrigue. For those with great wealth and
connections, Juk-Adan allows his clients to name a
different kind of “goods” as the object to be sought
out: secrets, kidnappings, assassinations, and other
political dealings. Should a noble with the right con-
nections request that Juk-Adan bring him the head The Hurrum Tent Hurrum Level 1 Hazard
of an insolent rival, then Mar Juk-Adan delivers the Object XP 100
When conducting business with a new client for the
goods just as he would anything else. Fortunately for Detect Perception DC 10 Initiative –
first time, Mar Juk-Adan always brings his custom-
the potential victims of the city-states, Mar Juk-Adan’s HP 1
ers into a special tent that travels everywhere with AC 10, Fortitude 5, Reflex 10, Will —
shrewdness keeps him from staying in one place for
his caravan and is set up each night when camp is Immune forced movement, all conditions, ongoing damage
too long, lest he make too many enemies.
made. Inside this tent are many carpets and plush Triggered Actions
Over the years, Juk-Adan has built a good, work-
accommodations. Juk-Adan takes all of his meals in Soothing Hum F At-Will
ing relationship with House M’ke of Raam. Even Trigger (No Action): A creature comes within 5 squares of the
the tent and uses it for his quarters when no business
with much of Raam in near-anarchy, Juk-Adan has hurrum
is being conducted. The unique feature of the tent is
no problem navigating the dangerous city in order to Target: The triggering creature.
the dozens of narrow, glass vials that hang from the
be in the service of House M’ke. Juk-Adan primarily Effect: The target takes a –5 penalty to Insight and Percep-
ceiling. Inside each vial is a single insect known as a
provides security for high-ranking members of House tion checks until they are no longer within 5 squares of
hurrum. The hurrums produce a soothing buzzing the hurrum. A creature can only suffer penalties from one
M’ke; the “goods” that he is hired to obtain are power-
sound that, when in harmony with the many others hurrum at a time.
ful, trustworthy mercenaries that can be assured not
hanging from the ceiling, create a gentle, droning Countermeasures
to turn on their charges when danger approaches.
symphony that Juk-Adan finds pleasant. Most visi- F Disable: Nature DC 14; the hurrum can be put to sleep
Juk-Adan acts as a go-between and broker who negoti- with a sound matching its hum.
tors to the tent do as well, and business conducted in
ates for both House M’ke and the mercenaries, and
the tent tends to go favorably for Juk-Adan, who has
secretly uses one of his caravan guards with a psionic
become somewhat inured to the soothing effects of
talent for mind reading to weed out the greedy from
the hurrums over the years.
the honorable.

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Eye on Dark Sun

Juk-Adan’s Caravan Guard Level 3 Soldier About the Author


Medium natural humanoid XP 150 Rodney Thompson is an RPG designer at Wizards of the
HP 48; Bloodied 24 Initiative +4 Coast. Originally from Chattanooga, TN, his credits for Dun-
AC 19, Fortitude 17, Reflex 15, Will 14 Perception +8 geons & Dragons include Monster Manual 3, the Dark Sun
Speed 6 Campaign Setting, Player Essentials: Heroes of the Fallen Lands,
Player Essentials: Heroes of the Forgotten Kingdoms, and Monster
Traits
Vault.
O Caravan Sentinel F Aura 1
Enemies that start their turns adjacent to the caravan guard
are slowed until the start of their next turn.
Loyal Agent
Before the encounter begins, the caravan guard declares one
creature to be its master.
Standard Actions
m Carrikal (weapon) F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d8 + 7 damage.
r Dejada (weapon) F At-Will
Attack: Ranged 10 (one creature); +8 vs. AC
Hit: 1d8 + 3 damage.
M Drive Back (weapon) F Encounter
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d8 + 7 damage, and the caravan guard pushes the target
1 square and knocks it prone.
Miss: Half damage and the caravan guard knocks the
target prone.
M Warning Slash (weapon) F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d8 + 7 damage.
Effect: Until the end of the caravan guard’s next turn, if the
target is adjacent to the caravan guard and makes an attack
that does not include the caravan guard as a target, the
target takes 10 damage.
Triggered Actions
Intercept F At-Will
Trigger: An enemy within 5 squares makes an attack against
the caravan guard’s master.
Effect (Immediate Interrupt): The caravan guard shifts 4 squares
and makes a carrikal attack against the triggering enemy.
Str 18 (+5) Dex 13 (+2) Wis 14 (+3)
Con 16 (+4) Int 9 (+0) Cha 8 (+0)
Alignment unaligned Languages Common

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Ed Greenwood’s
Eye on
the Realms

the Circle
of Fangs
by Ed Greenwood  ✦  illustration by William O’Connor

TM & © 2010 Wizards of the Coast LLC All rights reserved.

“Why the precise whereabouts of the rings can be traced,


and what future purpose this rumored cabal of wizards
might intend for wearers of those rings, are matters of
much wild speculation.”

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Eye on the Realms

Purple Dragons searching a house in Marsember almost imperceptible bit of energy from its wearer; A Mystery Deepens
after the mysterious death of its longtime owner (the just enough energy to accomplish ... what?
trader Estran Vyathar, a suspected smuggler) found “A pretty little fighting toy” is how veteran War
the expected: a network of secret passages and cellars What the Ring Does Wizard Amundras Fireweather judged the ring in a
full of heavy iron chests containing contraband. One written report. He consigned the ring to secure stor-
chest resembled all the others except for contents When the ring is triggered into action, a halo of six age in one of the hidden vaults maintained by the
both unexpected and grisly. By itself, in the otherwise daggers appears in midair. These weapons look like Wizards of War somewhere in central Cormyr. “More
empty chest, was a severed human hand. identical, plain, metal daggers (with simple quillons, a an oddity than of real consequence.” However, that
The dismembered left hand had begun to wither, large and flat pommel, and no wrappings on the grip). assessment—though Fireweather had no way of know-
and in the expert opinion of Swordcaptain Merigo In fact, they are sharp-edged and -pointed slivers of ing so at the time—fell far short of the truth.
Dunstrand of the Dragons, had been sliced from the magical force that look like solid metal. They don’t Some glimmer of the evaluation’s inaccuracy
rest of the body (which was nowhere to be found) react to magnetism or other forces in the way that began to occur to Cormyr’s Wizards of War less than
less than a year before. It showed no signs of undeath metal would. a tenday later, when two other rings of the same sort
and was decomposing and mummifying in the usual The daggers vary in size depending on who’s wear- were promptly discovered. One was on a fine chain
manner. None know to whom the hand belonged ing the ring. They are exactly twice the length of the around the neck of a drowned grick, which was wear-
originally, but it was wearing something that still wearer’s ring hand from the base of the wrist to the ing a gold crown when a fisher’s net dredged the
interests War Wizards and Cormyrean courtiers (and tip of the longest finger. The diameter of the ring in creature up out of the Dragonmere. The other was
increasingly, other folk across the Realms): a magic which they appear is always the width of the ring- found unharmed on the ashes of what once had been
ring of a hitherto-unknown sort. wearer’s outstretched fingers and thumb. the right hand of a man who abruptly caught fire
Dubbed the Circle of Fangs by the War Wizard The open center of the ring is always 12 feet while walking down a street in Yhaunn at midday
investigators who examined it (Randaerl Lorthond directly in front of the longest finger of the ring- with no one nearby.
and his younger trainee, Tamphara Azmuir), this wearer’s ring hand (and can be moved about by Such suspicious deaths are investigated, and so
plain-looking silver ring was untarnished despite its pointing or wiggling that finger). The ring of daggers word of the second ring came to Cormyr wrapped
contact with decomposing flesh. It bears no markings can whirl to slash at foes and “tilt” individually to in a rumor spread by friends and acquaintances of
except a small, simple circle graven on the outside of point in any or all directions, as their wielder wills. that dead man—or from clerks recording what they
the band. When Lorthond placed it on his finger, his If a dagger is directed to thrust or stab, the entire told local Sembian lawkeepers. The dead man was
head filled immediately with silent mental visions ring moves with it. Baerlond Durvorkar, a short, scuttling, hairy seller of
showing him precisely how to will the ring to activate The ring-wearer can choose to have all the daggers magic items, lore, and magic treasure maps. Accord-
or cease functioning, and then the ring proceeded glow with a faint white radiance, or have them all ing to Durvorkar, who’d shown his new ring to several
to display its uses to him. The same thing occurred emit no light but reflect like sharp, bright metal, or all friends and neighboring merchants, all of these
when Tamphara donned it. Experimentation showed be dark and nonreflective. If the ring wearer chooses circles of fangs were created by a little-known cabal
it worked on any finger or thumb—but not a toe—of no form, the daggers do not glow but are reflective. of wizards called the Fael Threl (words that mean
either investigator. Both wizards successfully awak- In all their forms, the daggers are silent (no metallic “Watchful Wise” in Halruann), who can precisely
ened and wielded the ring. clangs or clashing sounds). trace the whereabouts of each and every such ring at
When the investigators passed the ring to more all times.
senior War Wizards, extensive experiments discov- War Wizards long ago learned the hard way not to
ered that each time the ring is activated, it drains an dismiss rumors without investigation. Respected War

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Eye on the Realms

Wizard Ambrithra Ravensilver ordered the Marsem- The Fael Threl About the Author
Ed Greenwood is the man who unleashed the Forgotten
ban ring to be retrieved, and she had it and the other
Realms on an unsuspecting world. He works in libraries,
two rings examined exhaustively. Durvorkar’s ring Officially, Cormyrean and Sembian authorities are writes fantasy, science fiction, horror, mystery, and even
had to be stolen from Sembian authorities, but the silent about the rings and the murders of Durvorkar romance stories (sometimes all in the same novel), but he is
War Wizards accomplished that task with ease, sub- and the War Wizards. The Hunting Horn of the Forest still happiest churning out Realmslore, Realmslore, and more
Realmslore. There are still a few rooms in his house with
stituting a superficially similar ring and apparently Kingdom, the most sober and thoughtfully written space left to pile up papers in . . .
making off with the original undetected. broadsheet sold in Suzail, reported the deaths with
Senior War Wizards examined the three rings a minimum of lurid detail, mentioned the rings, and
together at length. They discovered a webwork of added merely that “The identities and aims of the Fael
unknown enchantments, the same on each ring, that Threl are, as of this writing, unknown, and they seem
could well involve some sort of remote tracing magic. to want this state of public unawareness to continue.
All three rings had additional properties that were Why the precise whereabouts of the rings can be
not mentally communicated to wearers. traced, and what future purpose this rumored cabal
As far as the War Wizards can tell, none had of wizards might intend for wearers of those rings, are
heard of the Fael Threl before Durvorkar’s men- matters of much wild speculation.”
tion of that group. The magic seller enjoyed a shady Those words very accurately sum up the current
reputation and far less than the status of a sage, but situation. The anonymous broadsheet writers even
he was known as an exaggerator rather than a liar avoided repeating one rumor that the War Wizards
or a fabricator of full-blown fantasies. All the friends think is likely true: That Durvorkar’s fiery death was
and acquaintances who heard his Fael Threl story caused by the ring he was wearing and was worked
believed it; investigators concluded that Durvorkar from afar through the ring. They did mention (cor-
had nothing at all to gain by inventing such a story. rectly) that, “Investigations by our Wizards of War
The War Wizards formed an investigative team continue, but as yet have yielded nothing.”
to track down the Fael Threl—but the very night of
their founding, three of the five War Wizards named Ring of Circling Fangs Level 20
to the team vanished from their (separate) lodgings This slim, silver ring is engraved with a simple circle.
in Suzail. On all of their beds, written in the blood of Item Slot: Ring 125,000 gp
each missing wizard, was the same message: “Finding Property: While you are bloodied, you gain an aura of force
daggers. Any adjacent creature that attacks you takes 10
Us Will Cost You Dearer than This.”
force damage.
Property: As a minor action, you can cause the daggers to
shed dim light to a radius of 5 squares. The light can be
extinguished with a free action.
Power (Encounter F Force): Standard Action. Effect: One crea-
ture within 3 squares of you takes 20 force damage.

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Explore
“With a crack o’ bone and a widenin’ grin,
Obmi collects his stake in the inn.
Bones might mend and pride can heal

Taer Lian
But don’t renege on a Bronzeknuckle deal.

—“The Bronzeknuckle Deal,”

Doresh:
a popular shanty in the foreign quarter.

Agents and Enemies


By Jeff LaSala
illustration by Craig J. Spearing
TM & © 2010 Wizards of the Coast LLC All rights reserved.

With jingle-jangs and fripperies, Who paints a smile on every face?


With tocsin tones and chiming knees, The Harlequinade! The Harlequinade!
With sweets and games all sure to please, Who rights each frown with laughing grace?
Who comes to town with all of these? The Harlequinade! The Harlequinade!

What’s that sound? What’s that sound? What do you call the time of your life?
The Harlequinade! The Harlequinade! The Harlequinade! The Harlequinade!
Whose voices sing a playful round? What do you call wits sharp as a knife?
The Harlequinade! The Harlequinade! The Harlequinade! The Harlequinade!

(Excerpt of boisterous chant sung by a trio of curious,


motley gnomes in a village square.)

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Explore Taer Lian Doresh

The inauspicious few who know about the Fortress of The warforged are of great interest to Shan Adjuvant in Combat
Fading Dreams either try to forget they do or attempt Doresh; they are a young race even by human stan-
Adjuvant travels and fights alone, but he has a few
to use this knowledge for personal gain. Taer Lian dards, artificial yet living, and they do not sleep or
tricks up his composite sleeve when the odds are
Doresh is a city out of myths where ancient minds dream. The eladrin lord allows Adjuvant to wander
stacked against him. Although he relies on his axe in
contemplate revenge against the world outside, where the halls of Taer Lian Doresh freely—that he might
the heat of battle, the haft at the other end serves as
hope is leached away by fear, where nightmares are study him when he so chooses—but he does not allow
a short-ranged wand of fire. With the authority given
clothed in flesh. Although knowledge of the Fortress the warforged to find the way out. Shan Doresh’s
him by the Lord of Blades, Adjuvant can temporarily
and its location can grant one considerable power, subjects have been instructed not to harm Adjuvant
immobilize his foes using halting words and will do so
it also invites attention from those within—and few except in self-defense.
early in a fight; he is brutally effective at cutting down
things are more perilous than earning the interest of
those who balk before him. When the tide of battle
these sinister fey. Yet not all who come and go within Hook: Prison Break turns against him, his ruthless retaliation tends to even
its halls serve its interests. In fact, some might even Adjuvant is a deeply frustrated warforged. He has
the score.
ally against Shan Doresh, the feyspire’s eladrin lord. been ordered by the Lord of Blades to maintain dip-
But in Taer Lian Doresh alliances—like dreams—are lomatic relations, but he is a warrior at heart and he
doomed to fade. has been made a captive. Should he fight his way
out—he is sorely outmatched by the numerous and Encounter Group
Adjuvant, powerful fey—or is finding the labyrinth’s exit merely
When Adjuvant is expecting a fight, he can conjure
a test? The predicament is an elaborate puzzle box he
a pair of grasping statues carved to resemble himself
Envoy of Blades must solve; therefore he spends his time studying the
by tossing an enchanted scrap of metal to the ground:
feyspire and searching for clues. If he meets visitors
When word reached the Lord of Blades that a feyspire a handmade gift from the Lord of the Blades himself.
such as the player characters, he seeks an alliance.
had been discovered in the forests of the Lhazaar The statues crumble to dust when they are slain or
But in Adjuvant the player characters find a dan-
mainland, he dispatched agents to learn more about when the encounter has ended.
gerous ally. As a Blade, he is contemptuous of all
it. Upon hearing that it was a place of fleshbound “breathers” but he realizes he might need assistance
nightmares, he wasted no time in sending one of his Level 13 Encounter (XP 4,400)
to escape. Other warforged could discover that he is
most trusted servants: Adjuvant, warrior envoy, who F Adjuvant (level 16 elite soldier)
recruiting for the Lord of Blades. If the player char-
often spoke for the Lord of Blades when the war- F 2 grasping statues (level 13 controller,
acters refuse to assist him, Adjuvant almost certainly
forged tyrant sought allies against the Five Nations. Dungeon #156)
attacks. Even if they succeed in helping him escape
Adjuvant was tasked with making contact with the Taer Lian Doresh, the warforged envoy likely turns
Lord of the Fading Dream on behalf of his lord. It on them when the Fortress is safely behind. If they do
took a very long time to find Taer Lian Doresh, but at not serve the interest of the Lord of Blades, they are a
last he succeeded. Upon entering the Fortress, Adju- liability.
vant extended a diplomatic, three-fingered hand in
greeting—and was promptly refused exit. There were
no discussions or exchange of court protocols. He’d
become a prisoner.

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Adjuvant Level 16 Elite Soldier fully separated from her host body, where she can
C Halting Words (weapon) F At-Will
Medium natural humanoid (living construct) XP 2,800
Attack: Close burst 3 (enemies in burst); +19 vs. Will
float freely beside it. Only in Taer Lian Doresh can
HP 312; Bloodied 156 Initiative +12 one of the Inspired be encountered as two separate
Hit: The target is immobilized (save ends).
AC 32, Fortitude 30, Reflex 28, Will 28 Perception +16
Effect: Adjuvant can reroll a greataxe attack he makes against bodies: the humanlike vessel and the quori itself. In
Speed 5
any enemy immobilized by halting words. He must use the this state, the vessel’s mind regains control of its body,
Saving Throws +2; Action Points 1
Traits
second roll, even if it’s lower. though it has been conditioned since birth to obey
Minor Actions and defend the quori.
Against the Odds
Envoy’s Resolve (healing) F Encounter
Adjuvant gains a +1 bonus to melee attacks when he is adja- Hashalaq quori usually assume a humanoid form,
Effect: Adjuvant gains 15 temporary hit points and can make
cent to more than one enemy. but their bodies are composed of hundreds of flex-
a saving throw against an ongoing damage effect. If he uses
Overbearing Stance ible, jellylike tendrils that can stretch or compress
this power while bloodied, he also regains 15 hit points.
Adjuvant cannot be the target of forced movement by enemies into many different shapes. Amdrashar arranges the
Triggered Actions
he has marked.
C Ruthless Retaliation (weapon) F Encounter fine coils of her body to resemble that of a woman in
Standard Actions
Trigger: Adjuvant is bloodied. flowing blue robes, with both capillary hair and soft,
m Greataxe (weapon) F At-Will
Effect (Immediate Reaction): Adjuvant makes a greataxe attack mesmerizing light issuing from a deep hood.
Attack: Melee 1 (one creature); +23 vs. AC
against all enemies adjacent to him.
Hit: 2d12 + 11 damage, and the target is marked until the end
of Adjuvant’s next turn.
Skills Diplomacy +18, Endurance +18, Intimidate +18 Amdrashar in Combat
Str 23 (+14) Dex 14 (+10) Wis 17 (+11)
r Fire Wand (fire) F Recharge 4 5 6 Physical violence of any kind is a personal failure to
Con 20 (+13) Int 21 (+13) Cha 20 (+13)
Attack: Ranged 10 (one creature); +19 vs. Reflex Amdrashar; her goals are far too important to risk
Alignment evil
Hit: 4d10 + 7 fire damage, and the target falls prone. even a few rounds of combat, but she is deadly when
Languages Common, Draconic, Elven
Equipment plate armor, greataxe, short sword forced into it. Because of astute observer, she can read
the thoughts of those around her and benefit from
powerful insight. She attempts to use mindwipe at the
Amdrashar, Of the few quori granted permission to come and
battle’s outset to soften enemy minds to her psychic
go within its halls in Dal Quor, she is the only one
Consul of the who can exit onto Eberron because that is her point attacks and use dreamstealer’s charm to dominate
of entry—as one of the Inspired. She is an esteemed chosen foes. If threatened by a particular opponent,
Dreaming Dark Riedran consul, tasked with representing the Dream- she uses familiar face against him or her, appearing in
ing Dark’s worldly interests among the nightmare fey. their mind’s eye as a close friend or family member
Since the stranding of the feyspires on the Day of
The Dreaming Dark plays a delicate game, because they dare not strike. Empathic feedback is Amdrashar’s
Mourning, the Dreaming Dark has taken a keen
the quori must defer to Shan Doresh’s laws if they are most powerful defense, ensuring that those who
interest in them—but none more than Taer Lian
to retain access to the Fortress. would harm her suffer as greatly as her.
Doresh. Although the Fortress’s existence on both
Dal Quor and Eberron does not make it a standing Like all of the Inspired, Amdrashar appears to
doorway between the two, it is a window through be a human of unearthly beauty with vaguely elven
which the quori can extend physical hands. Perhaps features and a fiendish grace. Behind this veneer of
it can be exploited in their schemes. Recently, it has elegance lurks a malignant spirit as vile as her plans.
fallen to Amdrashar of Riedra to investigate Taer Whenever she sets foot within the Fortress of Fading
Lian Doresh from the vantage of the waking world. Dreams, her true self—a hashalaq quori—is force-

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Hook: Damsel in Disguise


Amdrashar can be encountered both within Taer
Amdrashar’s Entourage
Lian Doresh (in her true quori form, drifting beside
her vessel) or without (as an Inspired, quori and Amdradhar is seldom alone, even when she appears
vessel combined), studying the nature of the Fortress to be. She routinely keeps a small group of servitors
and its unique planar duality. She does not serve on hand. Among them are the wraiths of some of
Shan Doresh, but she is considered a welcome guest her previous victims who were driven to rapturous
of the nightmare fey and treats them with outward madness before she killed them. If she is encountered
respect. As a loremaster of the quori, she naturally outside of Taer Lian Doresh, Amdrashar possesses the
involves herself in the intrigues of Taer Lian Doresh, same statistics as a Dreaming Dark Assassin (Eberron
its ­v isitors, and its victims. Using her malleable form, Campaign Guide, page 192). Within the Fortress, she
she usually wears the guise of a visitor to the Fortress can be battled in her true and more powerful form
to fool other visitors—perhaps as a Karrnathi ambassa- as a halashaq quori (statistics on page 8) side by side
dor, a Lhazaarite explorer, or a wizard of the Twelve. with the Inspired vessel she normally inhabits.
She typically adopts a demure persona to earn the
trust and protection of those she wishes to study and Level 17 Encounter (XP 9,000)
inevitably betray. F Amdrashar (level 18 elite controller)
Amdrashar enjoys greater freedoms within Taer F 1 Inspired vessel (level 9 skirmisher)
Lian Doresh than most quori. She can wander the F 4 shattered wraiths (level 16 lurker minions;
labyrinthine passages above and below the feyspire ­Dungeon #163)
without expressed permission. If the player charac- F 2 sword wraiths (level 17 lurker; Monster Manual,
ters have ever made an enemy of the Dreaming Dark, page 267)
Amdrashar can be called upon to eliminate them.
When she must kill, she prefers to manipulate others
into the murderous act, but if her plans unravel she
will do whatever it takes to get the job done.

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Amdrashar Level 18 Elite Controller Move Actions Inspired Vessel Level 9 Skirmisher
Medium immortal magical beast (quori) XP 4,000 R Familiar Face (psychic) ✦ At-Will Medium natural humanoid (Inspired) XP 400
HP 348; Bloodied 174 Initiative +12 HP 95; Bloodied 47 Initiative +9
Attack: Ranged 10 (one creature); +22 vs. Will
AC 32, Fortitude 30, Reflex 28, Will 28 Perception +18 AC 24, Fortitude 21, Reflex 23, Will 21 Perception +10
Hit: The creature cannot attack Amdrashar (save ends, with a
Speed 8, fly 8 (hover) Speed 6 Low-light vision
–2 penalty to the saving throw). Amdrashar can affect only
Immune fear; Resist 5 psychic Traits
one creature at a time with this power.
Saving Throws +2; Action Points 1 Combat Advantage
Minor Actions
Traits A vessel deals 2d6 extra damage against any target granting
Malleable Form (polymorph) ✦ At-Will
Astute Observer combat advantage to it.
Effect: Amdrashar can alter her physical form to take on the
Amdrashar cannot be surprised. Amdrashar also has a +2 bonus appearance of any Medium humanoid, including a unique
Standard Actions
to Bluff and Insight checks (this bonus is already factored into m Blade of Focus (psychic) ✦ At-Will
individual.
statistics below). Attack: Melee 1 (one creature); +14 vs. AC
Triggered Actions
Standard Actions Hit: 2d8 + 8 damage, and ongoing 5 psychic damage
Empathic Feedback (psychic) ✦ At-Will
m Idyllic Touch (psychic) ✦ At-Will (save ends).
Trigger: Amdrashar is hit with a damaging attack.
Attack: Melee 1 (one creature); +23 vs. Reflex M Dagger Dance (weapon) ✦ At-Will
Effect (Immediate Reaction): The attack deals half damage to
Hit: 3d8 + 13 psychic damage, and the target is immobilized Attack: Melee 1 (one creature); +14 vs. AC
Amdrashar and half to the triggering attacker. The damage
(save ends). If the target is already immobilized, it loses one Hit: 2d8 + 8 damage.
taken becomes psychic damage.
healing surge. Effect: The vessel shifts 2 squares and makes a second attack
Skills Bluff +24, Insight +20, Intimidate +22, Stealth +17
R Dreamstealer’s Charm (psychic) ✦ Encounter against the same target or a different one.
Str 14 (+11) Dex 16 (+12) Wis 18 (+13)
Attack: Ranged 10 (one creature); +22 vs. Will Attack: Melee 1 (one creature); +14 vs. AC
Con 22 (+15) Int 24 (+16) Cha 26 (+17)
Hit: The target is dominated (save ends). Hit: 2d8 + 8 damage.
Alignment evil
C Mindwipe (psychic) ✦ Encounter Triggered Actions
Languages Common, Quori, telepathy 10
Attack: Close burst 10 (enemies in burst); +22 vs. Will M Dreamstab (weapon) ✦ At-Will
Hit: 2d8 + 8 psychic damage, and the target is dazed and gains Trigger: An enemy hits the vessel with a melee attack.
psychic vulnerability 5 (save ends both). Effect (Immediate Reaction): The vessel uses blade of focus
against the triggering creature, then shifts 3 squares.
Skills Bluff +13, Diplomacy +13, Stealth +12
Str 13 (+5) Dex 17 (+7) Wis 13 (+5)
Con 15 (+6) Int 20 (+9) Cha 18 (+8)
Alignment unaligned Languages Common, Quori
Equipment cloth armor, dagger

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The Harlequinade The fey of the Harlequinade answer chief ly to The gnomes of the Harlequinade each look a little
their patriarch, Marrot, who remains at his lord’s different, but there is a subtle uniformity to their
When it was clear that Taer Lian Doresh wasn’t going side in Taer Lian Doresh, but they unswervingly dress and appearance. Some aspects of their cos-
to drift back to Dal Quor, the Region of Dreams, Shan serve the interests of the Fading Dream as a whole. tumes might even be part of their Dal Quor-twisted
Doresh summoned his royal advisors. Among these The troupe consists mostly of gnomes, but a few bodies: what appears to be a gnome on stilts might, in
was Marrot the Fool, an old friend, court jester, and eladrin, nymphs, and satyrs have joined in their fact, be a gnome with grotesquely long legs; a contor-
patriarch of a clan of gnome troubadours known sinister brand of merrymaking. Without exception, tionist’s natural position might be contorted; oversized
across all of Thelanis. The Shrouded Sages were also all members are wyrds, fey from Taer Lian Doresh, shoes might be oversized feet; a blood-red, bulbous
consulted and, under Santyriana’s direction, brewed a and all well remember their “sojourn” in Dal Quor. nose might not be a prosthetic. In addition, all the
philter that would incite nightmares in those mortals It is some of that unspeakable horror they wish to gnomes of the Harlequinade have a row of sharp,
who drank of it. More importantly, the spirits of these impress upon their audience. interlocking teeth like a piranha’s.
dreamers would be summoned to Taer Lian Doresh
as they slept, to bear the scrutiny of the Fading
Dream. Their plan was to begin exploring the wishes
and fears of everyday people, soldiers, and rulers of
Khorvaire and beyond. When the time was right, it
was Marrot who volunteered the service of his gnome
kinfolk, whose task it became to carry their sweet and
soporific draught into the larger world. And so the
Harlequinade was born.
On the surface, the Harlequinade appears to be
a traveling troupe of comedic performers, minstrels,
and sideshow hawkers who provide entertainment
for coin. Brightly colored wagons festooned with bells
and garish, motley costumes are their hallmarks. As
their caravans approach a village, jovial barkers skip
ahead and spread word of their arrival and of the
sights, sounds, and spectacles they offer. The Harle-
quinade specializes in madcap antics, buffoonery, and
scurrilous music. Yet beneath the mask of comedy,
they are still agents of the Fading Dream, purveyors
of a nightmare-inducing potion.

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Harlequins in Combat Harlequinade Gnome


Small fey humanoid
Level 8 Skirmisher
XP 350
The gnomes of the Harlequinade delight in violence. HP 91; Bloodied 45 Initiative +9
They use their clublike battes (slapsticks) to daze their Send in the Clowns! AC 22, Fortitude 21, Reflex 21, Will 19 Perception +11
opponents with thunderous force as they prance and Speed 6 Low-light vision
It’s rare to find any members of the Harlequinade
somersault across the battlefield using fray & cavort, Immune dazed, fear; Resist 5 psychic
alone. In addition to the strength in numbers they Saving Throws +2 against immobilized, slowed
frustrating most attempts to pin them down. When prefer, the gnomes travel with hired or coerced Standard Actions
more than one enemy is dazed, they use withering pan- muscle. m Slapstick (thunder, weapon) ✦ At-Will
tomime to devastate them; if only one enemy is dazed, Attack: Melee 1 (one creature); +13 vs. AC
they’ll give them a fool’s bite. Level 9 Encounter (XP 2,450) Hit: 2d4 + 7 thunder damage, and the target is dazed
F 4 Harlequinade gnomes (level 8 skirmishers) (save ends).
Hook: To Sleep, F 3 human mercenaries (level 3 soldier)
M Fool’s Bite ✦ At-Will
Perchance to Scream F 2 mercenary wizards (level 7 artillery)
Attack: Melee 1 (one dazed creature); +11 vs. Fortitude
Keeping well away from major cities and the atten- Hit: 2d8 + 7 damage, and the target is stunned until the end
of the gnome’s next turn.
tion of other feyspires, Harlequinade caravans travel
C Withering Pantomime (psychic) ✦ Recharge 5 6
only to small rustic towns in Khorvaire, falsifying an
Attack: Close burst 2 (enemies in burst); +11 vs. Will
association to House Phiarlan and its famous Car- Player characters will inevitably be targeted. All Hit: 2d12 + 5 psychic damage, and the gnome slides the target
nival of Shadows to attract paying customers. These others are fair game for the slaughter, provided the 2 squares. If the target is dazed or stunned, the attack deals
pernicious fey have one goal—to recruit nightmares gnomes can catch their victims alone or without risk 1d12 extra damage.
from abroad—but they are still entertainers at the core of garnering the attention of local authorities. The Effect: The gnome shifts 2 squares before or after the attack.
and enjoy delighting their victims before ensnaring Harlequinade sometimes kidnaps choice victims Move Actions
them. Members of the crowd who look powerful or Dark Step (teleport) ✦ Encounter
before stealing away like gypsies. Some of their “hired
Effect: The gnome teleports 5 squares and gains a +2 bonus to
interesting become candidates for the philters of the hands” and sideshow freaks were once delighted all defenses until the end of its next turn.
Fading Dream they carry: The gnomes slip the potion ­audience members. Fray & Cavort ✦ At-Will
into drinks at the first opportunity or even give it to Effect: The gnome shifts 5 squares.
candidates outright as a sweet confectionary bever- Triggered Actions
age. Then they’ll let the philters, and Shrouded Sages Fade Away (illusion) ✦ At-Will
back home, take it from there. Trigger: The gnome takes damage.
Effect (Immediate Reaction): The gnome becomes invisible until
after it hits or misses with an attack or until the end of its
next turn.
Skills Acrobatics +14, Bluff +12, Intimidate +12, Stealth +14,
Thievery +14
Str 15 (+6) Dex 20 (+9) Wis 14 (+6)
Con 19 (+8) Int 15 (+6) Cha 17 (+7)
Alignment evil Languages Common, Elven
Equipment slapstick

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Bad Dreams
Every wagon or caravan of the Harlequinade contains
Heroic Nightmares at least one cache of philters of the Fading Dream. They
are bottled in unassuming, colorful glass vials and
As noted in its first article in Dungeon #178, Taer Lian So what do the fey want? Shan Doresh and his
smell and taste like sweet, peculiar liqueurs, but these
Doresh is a paragon tier location. It was suggested subjects wish to observe the spirits of dreamers and
sinister gnomes are not above using the philter as an
that agents of the fey might approach the characters the nightmares they engender. When the player char-
ingredient in the making of sweetmeats for children.
during the heroic tier to study them, intent on luring acters dream and “arrive” at the gates of Taer Lian
Only the Shrouded Sages in Taer Lian Doresh can brew
them to Taer Lian Doresh only when their nightmares Doresh, they might be observed discreetly or they
the philters. Whenever a caravan runs out, the Harlequi-
are ripe—but you have other ways to use the Fortress might be ambushed, shackled, and brought before
nade gnomes return home for a fresh supply.
early in your campaign. The gnomes of the Harlequi- any of the notable fey: Santyriana, the Shrouded
nade (level 8 monsters) and the philters of the Fading Sages, the Paranymph, or even Shan Doresh himself
Dream are one such way. The philters are more of (or any of the nonplayer characters in this article). Or Philter of the Fading Dream Level 8+
a plot device and adventure hook than a portable perhaps they’ll be left to wander freely like Adjuvant, This delicious nectar tastes of a bittersweet wine, but it ensures
magic item. to be studied by unseen fey. that its imbiber will not rest easy.
If the characters drink of the philters—knowingly Through the philters, the lords of the Fading Dream Other Consumable 200 gp
Power (Consumable): Minor Action. The next time you take an
or not!—you can bring them in spirit to Taer Lian could learn more about the state of Eberron, the
extended rest, you fall into a deep sleep, whereupon your
Doresh in a dream sequence. Even outmatched powers and treasures to be exploited, and the heroes dream spirit is summoned to the halls of Taer Lian Doresh.
by the powerful, paragon-tiered fey of the Fading arrayed against them. Just the same, such an encoun-
Dream, they can explore the ancient feyspire and ter can inform the player characters of threats to
interact with its denizens without the risk of death come. Most imbibers of the philter eventually awake
(though they can find worse fates there). Consider in a fevered sweat from their ordeal, their memory of
making this a side trek adventure or a taste of what’s the nightmare fading quickly. The player characters,
to come if you intend to use Taer Lian Doresh in the however, are not most people; they will remember
paragon tier. There needn’t even be combat, but if what they saw.
a fight breaks out, there shouldn’t be any long-term Keith Baker’s novel The Faded Dream (October
mechanical danger. If a player character is “killed” 2010) provides a deeper look into the story of Taer
during these nocturnal adventures, he or she will Lian Doresh and its lords.
merely awaken. You might impose some sort of
penalty for “dying” in a dream, such as the tempo-
rary loss of a healing surge or two. At the very least,
characters might earn the ire of the Fading Dream.

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Sidgevin, Viscount Tactics Hook: Throwing Down


Although he’s tougher than he looks, Sidgevin stays on the Gauntlet
Vindicator the offense at all times. His favored weapon is a dou- Sidgevin craves violence. He seeks any excuse to
The Fortress of Fading Dreams numbers more than ble-bladed khopesh which roils with black smoke and shed the blood of his enemies, and to him, everyone
three thousand eladrin within its ancient and disqui- stretches its size on a whim. When he is sufficiently who is not part of the Fading Dream is an enemy.
eting halls, but none cries for the blood of outsiders surrounded, he uses bladesmoke to injure as many of The moment he is made aware of visitors to Taer
more than Sidgevin. Formerly viscount of a small his enemies as possible while obscuring himself at the Lian Doresh, Sidgevin makes his presence known—
domain just outside of Shae Doresh before it was same time. He repels especially dangerous opponents especially to player characters. If they are invited on
exiled to Dal Quor, Sidgevin answered his liege’s call and uses his javelin to pin down those who would peaceable terms, he adopts an arrogant civility that
to arms against the giants and met the same fate as escape him. No quarter is reserved for his favored poorly conceals his hate, seeking any excuse to be
all the fey in the Spire of Dreams. Now denied sover- enemy, usually one of the player characters who has insulted or to hear his lord slandered. In short, he
eign authority of his own, Sidgevin’s frustration and insulted him the most or proves the hardest to kill. is spoiling for a fight at all times and will seek the
rage has given him an obsessive lust for slaughter permission from Shan Doresh to challenge the player
and made him Shan Doresh’s personal attack dog. characters. Even under a truce, Sidgevin looks for a
Foregoing fear as a weapon, Sidgevin is one of the few loophole.
Sidgevin’s Lackeys
of the Fading Dream fey who would rather slay than
A duelist at heart, Sidgevin prefers to challenge his About the Author
torment an enemy. Accordingly, Sidgevin regularly Jeff LaSala is a writer of speculative fiction and an artificer
enemies one on one. However, when he expects to
counsels Shan Doresh to avenge and subjugate the of RPGs. His Eberron novel, The Darkwood Mask, was nomi-
challenge multiple foes, he is sure to include a pair of
mortal world, not merely study and exploit it. This nated for the Scribe Award and showcases his love for all
loyal fearmongers. things dark, monstrous, and masked. Many of his ideas are
bloodlust has denied him a place among his liege’s
drawn from the cthonic depths of New York City, where he
elite Knights of Terror, another frustration poisoning (roll 1d4):
Level 16 Encounter (XP 7,600)
his pride. 1—Dwells with an Argentine mermaid—and married her.
F Sidgevin (level 19 elite soldier) 2—Masquerades as a normal person.
Sidgevin appears like any regal eladrin warrior,
F 2 Fading Dream fearmongers (level 16 artillery; 3—Imagines a world splintered into sorry hemispheres.
handsome and resplendent in mithral chainmail, the 4—Lurks like a gargoyle over his website: ashlock.org.
Eberron Campaign Guide, page 144)
very picture of a forest lord from ancient tales. Yet
like all fey of the Fading Dream, his noble personage
includes the unsettling aspects of a nightmare. Sid-
gevin wears his contempt for outsiders like a mask he
cannot remove, exuding hate in a palpable rage.

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Sidgevin Level 19 Elite Soldier C Bladesmoke (weapon, zone) ✦ Encounter


Medium fey humanoid XP 4,800
Attack: Close burst 2 (each enemy in burst); +24 vs. Reflex
HP 352; Bloodied 176 Initiative +17
Hit: 4d8 + 9 damage.
AC 35, Fortitude 31, Reflex 32, Will 31 Perception +19
Effect: Sidgevin creates a zone in a close burst 2 that lasts until
Speed 6 Low-light vision
the end of Sidgevin’s next turn. The zone blocks line of sight
Immune fear; Resist 5 psychic
for all creatures except Sidgevin.
Saving Throws +2; Action Points 1
Move Actions
Traits
Dark Step (teleport) ✦ Encounter
O Deadly Assertion ✦ Aura 1
Effect: Sidgevin teleports 5 squares and gains a +2 bonus to all
When any enemy within the aura makes an attack that does
defenses until the end of his next turn.
not include Sidgevin as a target, Sidgevin can make a khopesh
Minor Actions
attack against it.
C Mounting Rage (weapon, zone) ✦ Recharge 5 6
Standard Actions
Attack: Close burst 2 (enemies in burst); +22 vs. Reflex
m Khopesh (weapon) ✦ At-Will
Hit: 4d8 + 9 damage, and the target is dazed (save ends).
Attack: Melee 2 (one creature); +26 vs. AC
Triggered Actions
Hit: 4d8 + 9 damage, and the target is marked (save ends).
No Quarter (weapon) F At-Will
M Repel (weapon) ✦ At-Will
Trigger: A marked enemy within 2 squares of Sidgevin is
Attack: Melee 2 (one creature); +26 vs. AC
bloodied.
Hit: 3d8 + 9 damage, and the target is pushed 2 squares and
Effect (Immediate Reaction): Sidgevin makes a khopesh attack
is stunned (save ends).
against the triggering enemy.
R Javelin (weapon) ✦ At-Will
Skills Athletics +20, Intimidate +16
Attack: Ranged 10 (one creature); +26 vs. AC
Str 22 (+15) Dex 22 (+15) Wis 21 (+14)
Hit: 3d8 + 14 damage, and the target is immobilized until
Con 16 (+12) Int 18 (+13) Cha 15 (+11)
the end of Sidgevin’s next turn.
Alignment chaotic evil Languages Common, Elven
Equipment chainmail, longsword, 10 javelins

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save my game

Taking Time on
the Other Side

D
by Stephen Radney-MacFarland
illustration by Rob Alexander

I went to Gen Con this year–the first time in 10 years prepping and presenting various offerings from the
going on my own dime–and it was awesome! I played D&D organized play program. RPGA DMs easily
a lot of games (my group won the D&D Open Cham- clock more hours of D&D than four or five home
pionship, and yes I’m bragging), talked to old friends, game-only DMs combined. This practice is a crucible
and more importantly, watched other DMs work. I for proficiency. If you want to improve your skill as a
played under and watched a lot of DMs. This is a bit of DM, I would suggest volunteering to run games for
a rarity (that I played, not that the DMs were good). As the RPGA.
a habitual DM, I rarely swap sides of the DM’s screen.
I’m OK with that because I love the continual buzz of Let the Players Manage
DMing. When I do play, because I’m not constantly on Themselves
the run, I watch other DMs and learn from them.
I’ve actually discussed this topic extensively and
I’m not talking about the products they use for
provided quite a few tips on how you can do it, but
tracking. What I’m talking about are the decisions
here’s a definite rule: When a player asks you if they
made and practices performed by those DMs and
can track initiative or any other transparent aspect of
their patterns of use. You can’t buy these tricks, and
the game, you say yes. When you’re DMing, you are
you need to train your eye to catch them. You have to
handling so many variables and listening to so many
watch, recollect, and learn.
voices that any help you can get from the players is
These, I think, are the most important tips I picked
gaming gold. It frees up your time for more important
up from other DMs throughout the weekend. Many of
things like tactics and roleplaying.
them I knew and even practiced to some extent, but
What do I mean by a transparent aspect of the
the stellar DMs at the RPGA area showed me ways to
game? Anything you and the players should both
improve and perfect them.
know. Traditionally things like hit points and defenses
For those who may be scoffing at my mention of
have been off that list, but to be honest, if you’re
RPGA DMs—don’t. These are talented and dedicated
looking to speed up your game (not to mention your
folks who hail from all over the world and descend
precision when it comes to these numbers) and
like red-shirted locusts into the Sagamore Ballroom
your group is—shall we say—mechanically inclined,
to ensure four days of D&D bliss. Most run their
you may want to give it a shot. Many groups track
own beloved home games on top of the hours spent
defenses anyway, and there are even some that will

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track damage and estimate hit points based on when This assumes that you can run a game quickly. If with a remote track-changer will due. No matter how
a monster becomes bloodied. You might as well put you’re a new DM or you haven’t had much practice you store the music, be sure to keep a playlist handy so
that brainpower to work. I know, this kind of pure at shifting gears, the thought of trying to manage a you can find the tune you’re looking for.
gameism chips away at some beloved illusions of really fast-moving game may make your hair stand on
RPGs, but some groups find the increased transpar- end. How many mistakes are you going to make? At Respond to Roleplaying
ency satisfying. You can also be a little choosy when first . . . probably a lot. But give it time. Like anything
Not every group roleplays. There are a lot of combat
you decide to do it. If you have a whole gaggle of mon- else, you become better by practicing. Don’t sweat
monkeys out there, and even groups that think they
sters on the field (minions or not), being transparent small hiccups. Every time you recognize a mistake,
are hardcore roleplayers might be surprised at how
with the cannon fodder frees up more time and brain- you’ve learned something you can do better.
crunchy they really are, if they had a chance to sit
power for the meatier and less predictable challenges. For example, in an attempt to speed up my game
back and watch themselves play. It’s easy in the rush
Just having the players track initiative and condi- and be more environmentally friendly (I’ll admit
of conditions, modifiers, and questions about forced
tions speeds your play, frees up precious brainpower it, I’m a secret hippie), I started tracking initiative
movement to skip right over a player’s attempt at real
and time to describe environments, to roleplay, and on a really cool iPhone app rather than my handy-
roleplaying when it pops up. Keep an ear open and be
to run encounters. In a convention environment, it dandy index cards. Unfortunately, I could not get
ready to respond.
ensures that you can run those fun but stressful timed the phone to think faster than my hands can move.
At the first hint of roleplaying, respond in kind.
encounters in events like the Dungeons & Dragons The result was that using the app slowed me down,
Your response doesn’t need to be elaborate; it can be
Championship, the D&D Delve, and Living Forgotten and I had to abandon it. Sometimes the best tool for
downright simple, even corny, but a player who gets
Realms Battle Interactive. I know what some of you the job is low tech.
into role is a player who wants to engage the game
are thinking; I suffer the same thoughts. The DM is the Once you learn to sync your tempo with your
on a level other than the purely mechanical. Having
ultimate authority at the table. Authority often doesn’t group’s, the next step is to learn how to subtly speed
you step up to the challenge validates that player’s
like to relinquish control, but sometimes it should. things up and slow things down as a means of control-
action. When I say validate, I don’t mean anything
ling tension and tone. A soundtrack helps with this
cheap or tawdry. It’s another way to use the skill of
Speed and Music trick. It’s not particularly effective in the middle of a
saying yes, and here’s why it’s important. Validation
convention hall, but I have speakers for my iPad and
Here is a very simple trick for any DM that’s often is not about giving the players everything they want;
have started fooling around with creating gaming
hard to execute: let the players choose the speed of it’s about responding to their wants. When you ignore
soundtracks that let me change tempo like a DJ. The
play. RPGA DMs, the ones who have been doing it the roleplayer, that player feels cheated, awkward, or
result is fascinating and very effective (as TV, stage,
for years, are really good at this. They know nothing even embarrassed. This doesn’t go just for strangers at
and film directors have known for a long time).
frustrates a fast group as much as a DM that seems to conventions, either. Even longtime friends who know
Groups will adjust their speed of play to match the
be slowing down, and nothing bewilders a slow group you and (in my case) tolerate your quirks feel dejected
tempo of the music. It won’t change dramatically. A fast
like a lightning fast DM. Even the same group will when faced with validation denial. A good DM chal-
group will still run fast, just not as fast. But music is a
vary its speed of play based on a number of factors. As lenges and validates with equal measure. It’s the
great tool for creating tension and altering the mood
the pace of play increases and decreases, you should recipe of fun.
and rhythm between scenes of exploration, suspense,
match it. This will help with both the narrative and
puzzle-solving, and combat. You don’t need an iPad
the combat pacing.
to do it; a few purpose-made CDs and a simple stereo

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The issue is not only one of reactively responding; Managing Player Types it by searching or deciphering the hieroglyphics along
it’s also about proactively fostering an atmosphere First, thanks for loads of useful tips. I’ve been an old school a section of wall. The control can be a puzzle or a
that encourages roleplaying. I’ve heard many times D&D gamer since 87–mostly as a player. I’ve been running controlling homunculus-like creature with a cheeky
from players, in person and on the web, that they an Eberron campaign since January with a great group of sense of humor, depending on whether or not you
don’t feel 4E fosters roleplaying. I heard those argu- players and have a question for you. With five players who want the explorer or the thinker or the actor to shine.
ments in the days of 3E, too. Heck, I’ve heard them each are a mix of the following player types–actor, explorer, The trick is to infuse small rewards for traits
about D&D since I started playing, and competing instigator, and thinker. What is the best way to make throughout encounters as well as using them to
RPGs try to use this sentiment as a selling point. The them all feel like their characters are special and that the inform overall campaign judgments. We like rewards
truth is that a system can affect roleplaying only in game doesn’t focus on one or two of the PCs? When I was both big and small. Make sure that you still allow for
very limited ways. Validating other’s engagement with younger and playing, it didn’t seem as important. There the normal assumptions of D&D—problems should
a response is a far greater promoter of roleplaying. was treasure to be had and monsters to be killed and that be solvable with skills, weapons, or ideas. Sometimes
was enough for everyone. My players definitely want story– even the most consistent instigator can miss his cue.
Other DMs Can Be Your which I’ve been providing. The hardest part is to make them
Greatest Teachers each feel like they have a starring role. Problem Player, Need Solution
I want to thank all my DMs and the DMs who did  –User Totendal via Wizards Community Message My problem player has a cycle: he will join a lot of games,
not mind (or notice) me hovering over their shoul- be enthusiastic about them all and his characters, and
ders during games. Each session and each moment You are more than welcome. It’s a real treat to be able contribute to the game. Then there is a long downward
of observation was a learning experience. Every DM to provide tips and advice each month. As for your spiral. The length of time differs, but after six months or a
should take some time on the other side of the screen. problem, I feel for you. I think the best way to do it is year, he becomes noticeably disruptive before finally doing
I know, there is often a dearth of DMs and it is hard having rotating star characters. Find inspiration from something in-game that either causes his character to
to find the opportunity, but pick a show, a night, or serialized television shows and comic books. Lost, die, be arrested, or be banned from a game, usually while
even ask for the opportunity as a birthday gift. Who’s True Blood, or even Entourage can provide excellent backstabbing or sabotaging the rest of the party. He drops
going to deny a DM wanting to be a player on his or structures for taking a session or an encounter and out of all of his games usually around that same time, then
her birthday? Maybe we should form DM clubs, like letting one or more characters shine. disappears off the face of the earth for a year or so, before
book clubs, but instead of reading a book, all the DMs For example, imagine the classic ‘awakening announcing that he wants to start gaming again.
run the same adventure and compare notes during colossus’ encounter. One wrong move and the mas-  –Iamarouge from the Save My Game
prep, running, and wrap-up. Hmmm. Maybe I’ll get sive construct lurches to life, a shambling master of Wizards Community group
on that. destruction. These are the kinds of encounters that
Now, let’s leap into the mailbag. instigators love, especially if you use the classic trope Wow. It sounds like this player may be having some
of the activation being contingent on making a wrong personal issues in his life, for which he may need
move (e.g., the beginning scene of Raiders of the Lost some help. Be a good friend first, and respectfully
Ark). But it doesn’t have to end there. Having a secret and empathetically try to get him help if he needs
control that can be used to shut down the construct it. It may be nothing, he might just be that kind of
once it’s bloodied can reward the explorer that found dude, but it’s better to be safe than sorry. Be honest

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and frank with him. Let him know how his behavior
is affecting other people and when it is unacceptable.
You don’t need to get in his grill, but don’t be a push-
over either.
That done, you must weigh the pros and cons of
his participation. He seems like a great person to play
with during the ups of the cycle and a royal pain in
the butt when he is down. Is the downside worth it?
That’s something only you and your fellow players can
answer. If it’s not, maybe he should find a new group.
Let’s say he is worth it. Let him make characters
that compliment his cycles. Have him play characters
that can easily whisk in and out of the game. Maybe
he has a magical curse that adversely affects his
personality. Maybe he is the son of the god of chaos.
Maybe his character is talented but just a tad touched.

About the Author


Stephen Radney-MacFarland caught the D&D bug at an
impressionable age. Once the content manager for the RPGA,
and a developer for the 4th Edition Dungeons & Dragons
rules, he is now a freelance game designer doing work for
Wizards of the Coast and Paizo Publishing, and he is part of
a fledgling group of game commentators and game designers
called NeoGrognard. During the daylight hours, he teaches
game production classes at the International Academy of
Design and Technology of Seattle.

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Episode 30: Theme,


Plot, and World by Ja m e s W yat t

H
illustration by Wayne England

Have you ever noticed how I often end the column and I tell myself that it doesn’t really matter. Most of
with a note about what I’m going to write about next the DMs I play with do the same thing. Dave Noonan
time? The truth is, that’s not there for you—it’s for me. used to joke that the characters were there the whole
It’s how I keep track of the ideas that bubble to the time, “achieving average results.”
surface as I’m writing one month’s column. When I This make-up session for these three characters
sit down to write a new column, my first stop is always gave me a good excuse not to do that. I still had to do
the end of the last column, to remind myself what I some hand-waving, but it was in the service of a more
thought a month ago would be a good topic for next interesting story.
time. I started off by catching these players up on what
Well, it turns out that last month, I was wrong. The happened at the start of the last session. They had
idea bouncing around in my head–to talk about how sailed to a village near their original destination of
writing my latest novel has influenced my approach to Haven, I explained, where they met with two NPCs.
DMing–is a topic that’s only worth about a thousand For the purpose of the story, I assumed that the miss-
words, and most of them say nothing that’s not self- ing characters had been trailing along all this time,
evident. I’d be better off pointing you to page 22 of the just keeping their mouths shut. I explained how one
DMG. of the NPCs urged the characters to go kill a bunch of
So instead, here’s a collection of different thoughts monsters (a certain kind of monster that my son likes
that have been simmering in my brain as I think about to refer to as “copyright violations” because I might
my campaign and my job. have lifted their name and likeness from a certain
This past weekend, I ran a special make-up ses- popular electronic form of entertainment) in order
sion of my Aquela campaign for Antalaus, Gavin, and to free the people of the nearby village to offer aid to
Garel-Kai. Evan and A had missed our last session, and beleaguered Haven, and the rest of the group went off
I promised them a chance to catch up with the rest of to do that.
the group. But then, I explained, this NPC held the three of
In the past, I have often resorted to hand-waving them back. “You three,” she said, “have a different task
when players miss sessions. Characters drop in and out you must complete.” She sent them to an underwater
of the action as sessions go by and schedules conflict, cavern where these creatures had a shrine which

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housed the font of their demonic power. If the rest of So I think I learned something there about I’d also want to know what happens—do they rebuild
the group was to be successful in their quest, these handling missing players—sometimes it creates an a new empire (or democratic society where people can
characters had to shut off that power source. “It must opportunity for story development and making the live in order and safety without fear of tyranny)? Do
be the three of you who accomplish this,” she said. “I players who missed a session feel like they got to do they destroy a demon lord or primordial? Maybe even-
have seen it.” something cool, not just tag along with the others, tually they’ll do those things, but I haven’t planned
Why? Because the creatures in question worshiped “achieving average results.” on any of them, and at least to some extent, what they
Dagon, and all three of these player characters—by Musing about that got me thinking along a differ- end up doing depends on the characters. All I know is
coincidence, actually—had some tie to demonic forces. ent line. That night, I posted on Twitter, “I like the the kinds of threats I’m going to put them up against:
Antalaus was cursed after a previous visit to a shrine storytelling possibilities in these small sessions.” But demonic and elemental cultists representing the forces
of Dagon (he chose the Cursed background). Gavin as I thought about it more, I started wondering, What of Chaos, on the one hand, and evil forces for order—
was actually possessed by a demon (a background storytelling? Was there really a story going on there? tyrants like the lich-queen—on the other. Which,
he made up for himself, which I’ve designed some What is Story? again, is all about larger themes.
mechanics to represent). And Garel-Kai was (for Thesis statement: When you’re creating and running I haven’t even mentioned the setting. Thirty years
reasons that are not yet clear) the target of demon- a D&D campaign, the most important work is not ago, that was the most important thing to me—what
worshipping assassins in a previous side adventure I charting out a plot or designing a richly detailed world. Aquela means. It’s a water world with all these archi-
ran for him, Raine, and Valanri. What’s important is theme. pelagos . . . but really, it’s just like the thousands of
When the characters went into this underwater Corollary: When you’re creating adventures or other water worlds out there. Does it have unique
shrine and fought the creatures and their ixitxachitl adapting published adventures for your campaign, it’s elements? Maybe—at least some unusual ones, like
allies, I played up the feeling of foreboding. The ixits less important to make them fit into some overarching the genasi (who used to be janns) nomads who travel
spoke to Antalaus in Abyssal (which he understands plot than it is to make them fit your theme. the seas in their tent-ships. But what’s really impor-
because of his curse), warning him away lest he risk What is my Aquela campaign? If you asked me to tant about the campaign and the stories we’re telling
another curse. Gavin’s demon started really wrestling pitch it in an elevator, I’d probably say something like, within it is not the place where these stories occur but
for control. Garel-Kai felt strange energy in the place. “A group of heroes tossed together by chance tries to the themes that run through them.
When they ultimately defeated the monsters, I used navigate a world of fallen empire, magic run amok, I have even, in this incarnation of the campaign,
the opportunity to suggest some resolution for these and rising chaos, fighting demons on the one hand taken steps to make the setting less distinct than it
story elements. They shattered a bunch of crystals that and aspiring tyrants on the other.” used to be, like using more traditional fantasy names
were channeling the Abyssal energies to the creatures It’s not a compelling pitch for a novel or a movie. and adopting the gods of the core D&D pantheon in
above, and I told Gavin that he thought the broken If I were reading it that way, I’d want to know more. place of my old pantheon. Why? Because that removes
crystal shards might offer him a way to bind the demon I’d want to know more about these characters: Who the world as a barrier to the immersion of my players.
that was fighting for control of his body. I told Antalaus are they? What are their arcs, their relationships, Did you ever read a novel where the world was a
that he could feel the curse’s grip on him loosen, and I their destinies? In the game, all of that stuff is outside barrier? Maybe you felt like you had to earn a master’s
had the shattering of the crystals open the mysterious my direct control, and it’s not a single story. I have degree in the history of this fictitious place to make
chest he’d picked up in the first session. (The question eight players, eight characters, and that means eight sense of the story you were trying to read, or you had
he hasn’t asked yet is why did ­disrupting these Abyssal stories. That’s too much for a novel or a movie. Some to keep referring to a glossary in the back to keep
energies open the chest that held his nifty new skull of them are related, but only insofar as they relate to track of all the made-up names for the most mundane
mask? And is wearing the mask such a good idea?) larger themes. details of the world. “What the heck is a Quelarian

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star-fruit, and why do I care? Why doesn’t the hero just wizards. An element of that I want to play up this time
eat a banana?” is that magic is a great power, easily abused. That idea
I’ve read that book, or tried to. And I’ve run that runs through both of my other themes. Chaos thrives
D&D campaign, or tried to. It turns out that my play- in places where magic has been unleashed—mael-
ers didn’t have any more interest in the campaign than stroms of elemental energy and raw chaos left behind
I had in the novel. This time around, I’m letting the by spells gone wrong. At the same time, many of the
world get out of the way and concentrating on the big strongest would-be tyrants that threaten the world are
picture: the themes. wielders of magic as well, and the lich-queen’s greatest
As I think about it now, whatever I may have said tool for spreading her influence is the promulgation of
when I started, I think my campaign has two big magic items that carry her touch.
themes and a smaller one. Did I mention that the skull mask in the chest was
Theme 1: Rising Chaos. This is basically the “Pri- personally crafted by the lich-queen?
mordial Threat” theme described in the DMG (page Those are the big themes in my campaign. Did
136), except that it covers all this: Tharizdun trying my little side-trek adventure last weekend advance a
to lure the Elementals away from their alliance with grand, overarching plot? Not really. It advanced some
Erathis, cults of Imix with the same thing in mind, character stories a bit and in some interesting ways.
widespread cults of Dagon, and the demonic activity More importantly, it reinforced Theme 1, stressing the
of Miska the Wolf-Spider (a demon first introduced in importance of the cult of Dagon in the game.
the 2nd Edition AD&D adventure Rod of Seven Parts). These themes are like design principles I can
Theme 2: The Threat of Law. Like the core D&D apply every time I sit down to do some work on my
world, Aquela is a world dotted with the ruins of game. When I pick up Tomb of Horrors in a couple of
empire and struggling now to find its way in the wake months, as my players’ characters get near 10th level,
of the last empire’s fall. One expression of that is that I’ll consider whether I can make it fit into one or more
lots of people are trying to restore the rule of law in of these themes. The most obvious approach would
various forms and scales, from single towns to whole be to tie Acererak to the lich-queen—or get rid of my
archipelagoes. Many of those people don’t have the old lich-queen (I don’t think I’ve mentioned her to my
best interests of the governed at heart. The world is rife players yet) and replace her with Acererak entirely.
with would-be tyrants, and the greatest of those is the Wow—my campaign might have just gotten that much
lich-queen, Killesti, who once ruled the archipelago cooler.
with an iron-clad, bony fist and seeks to do so again.
Theme 3: The Danger of Magic. This is a sort of About the Author
James Wyatt is the Creative Manager for D&D R&D at
sub-theme running through the other two themes. The Wizards of the Coast. He was one of the lead designers for
great empires of Aquela’s past (by which I mean both 4th Edition D&D and the primary author of the 4th Edition
the historical backdrop of the world in which the game Dungeon Master’s Guide. He also contributed to the Eberron
Campaign Setting and is the author of several Dungeons &
takes place and also the past incarnations of the world
Dragons® novels set in the world of Eberron.
in my previous D&D games) were magocratic, ruled by
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